I was really hoping we see the ability to scan for pirates and they come with a variety of weapons layouts for us to adapt to, rather than just cannons. The design choice of stronger cannons, wasn't the one I would have gone with.
Fightingweasles
If I understand it right, there is a mechanic involved where ships found/rewarded are taken from your list of stock designs, so when you find a scout on your first anomaly, the tech level of it is generally what you could make with your current tech, or the minimum standard for that class of ship. So for example if you pick the Benevolent Outreach 1, you get a free colony ship. that ship is going to be different if you colonise Mars round one or get it fifty turns in after researching ion dri
I thought the system upgraded established buildings when new structures are available to deploy, queuing the upgrades then returning to the perpetuating 'project'. This can be manually interrupted which can be triggered from the list. What would be nice is to cancel the 'project' and render the Colony idol when new technologies that build new tiles (Soil Enhancement and similar) are researched/traded/rewarded. There would still be a sister issue where a perpetu
Using good and evil is part that seemed to change up GC2 to being a little more space opera, which did add to it's distinctiveness. That said it could have used more than just that one feature. Another problem was it was such a small tech tree that it didn't change your speicies. Neutral should have been if you didn't research up that tree, not simply middle of the road of the race that explored good and evil. Another bonus might be to make a change to align