Real life is far too unbalanced and random to make a sound basis for a game.
selectron
Organic roads still seem good to me. The only game I ever multiplay is Quake Live so having one less thing for the AI to be horribly inferior at than the singleplayer sounds good to me. I do wonder how easy it is to implement though, since it would be important to have roads link to other roads too, rather than just have a load of stripes. TheProgress' idea seems good too, it would encourage main roads with others linking up to them. I don't care about the
Jeez, a bit late for this one. Having read about half the thread, organic roads sound great and could be fascinating to watch develop. I reckon after a certain amount of time and trade a rudimentary road could come about which will offer a bonus to time or trade value. This could be taken into account by all other traders thereafter: without something like that would you just get a patchwork of boring straight line roads everywhere? I want to see major thoroughfare
Down's Syndrowned
I like the thought of a campaign, I don't see why it have people here who think it's some kind of zero sum game; the devs won't make a campaign *instead* of improving the game in general, they just want to make the game as good and as appealing as possible. You can choose difficulty, pirate activity, team dynamics and soon, a campaign. Haven't seen anyone say developing AI is a waste of team resourses because they always play online! I can't see the above linked interview or whatever at
I like the idea of powerful star fortresses or some such providing a serious defence to planets. Also admirals with special abilities, perhaps one every few colonised planets or when a cap reaches a certain level. A couple more cap ships per race, heavy ones that come toward or at the end of the tech tree and have to be provided with an elite admiral. Alien planets with heavy fortifications, great artifacts and novel ship designs unavailable anywhere else. They would b