The 1.x version of GalCiv III continues to grow and thrive.
In the next couple of months, we'll be starting to send out beta notices for the first expansion which is due out next year.
There's going to be a lot of pretty fundamental changes to the game that we think you're going to like.
If you have any requests in particular, feel free to post them here.
Cheers!
End of quote
Starbases
I think improvements could be done to that aspect of the game.
- Imho, not all starbases should provide range extension, only military starbases. That would increase the usefulness of military starbases. Also, by their nature, I think military starbases should have a bigger influence area for their fleet helping capacities.
- Starbases should be movable, like shipyards, one move per turn. Right now, we build a starbase, try to calculate where its area of influence will fall later in the game so that we can grab all the resources we can with one base. And then we realize we made a mistake, we're just one sector too far to grab a specific resource. Destroy the base, rebuild a new one a sector aside. Why not have the base move itself one sector to the east instead?
Deep Space Nine was moved from the orbit of Bajor to the Wormhole after all! 
- If moving a starbase is not an option, maybe we could see the actual area of influence for our starbase in one color, and another line for where its maximum range would be, once we have all the required techs?
- Requesting constructors is a bit of a chore. Right now, in late game, when I have a large empire with many shipyards, I need to go to every one of them, re-activate them if they were shutdown, request constructors from all my starbases, go back to unused shipyard, shut them down or make them produce something else. Now, what if "request constructor" would automatically re-awaken the nearest shipyard and have it construct the ship it needs?
Diplomacy and trade
As it is now, you build a trade ship, you send it to some distant planet and you have a trade route.
Maybe we could first need to enter a trade agreement with the nation, then we can send our merchants. And maybe, in times of war, or even pirates, could squat a trade route and diminish our trade income, forcing us to divert resources to deal with this threat, as it would be done in a real war. Maybe have a tech/ideology that arms our trade ships? Just pushing unefined ideas... 
Default trade ship upgrades: All default ships upgrade themselves with the newer engines as soon as they are discovered. The newest constructor model always has the newest engines. However, the default trade ships will always stay at 4 parsecs/turn. It's be nice if I did not have to design a bunch of trade ships with the right engines along the way 
Invasion: Some kind of action there! Text only is boring 
Events: Some kind of action there! Text only is boring 
Defection/Rebellion: if your morale is too low on a planet, it could increase the probability every turn of that planet declaring independance from your empire.
Fleet battle: Babylon 5, Space Above & Beyond, BattleStar Galactica... these are the kind of visual improvements I'd like to see. Big ships should stay behind and pound at the ennemy fleet. A carrier would be even further behind and launch its ships into battle, then move forward and engage the ennemy with their guns. A missile platform built to stay behind and launch from afar, a cruiser going right down the ennemy's throat to strike the killing blow. An option to retreat from the battle, trying to preserve a part of your fleet would be nice. You could see a badly dammaged ship sacrifice itself to preserve the fleet, going down in flames. Right now, huge or tiny, all ships act the same. It looks like a uncivilized brawl. We got space artillery, use it dammit! 
Survey ship automation: As a human player, I will either arm my survey ships or have them escorted by two corvettes to be able to survey ship graveyards with hostile and survive encounters with stray pirates still left in the game. However, the way it is now, when you ask your ship to survey on its own, it will totally ignore these relics. And the AI will never bother with them either. First, the AI needs to adapt, learn to escort these ships, and two, the automated survey should not ignore these graveyards, but rather simply prompt you about it, like when you manually move your ship and if you refuse to enter the anomaly, keep on exploring the nearest relics. Also, if at some point in the game your scout or your survey ship as finished exploring everything in their range, you should get a pop up telling you so, so you can manually move your ship elsewhere, some place safe until they can go further.
Spying:
I could envision a system similar to the Total War series where spies are agents you train and developped over the course of their missions. The more successful missions they do, the more experience they have and less costly/faster are their missions. They could be inserted in a planet and developp a spy network that would help you over time: send you research info that gives you research point, embezzle money, or sabotage military building just before an invasion takes place.
Duranthium:
Way too much of it, not nearly enough use. In a big map, I could easily get 4-500 net duranthium production and I can't do anything with it, except build a duranthium refinery, which I can't built everywhere since 1.3, since the huge terraforming tech was removed. Same could be said for other resources, albeit not as bad. Except for prometheon, they don't seem that useful in mid to late-game.