Game 1, Dominion (yeah, I had to try the new one first)
Appearance
* Right away the system display at the bottom of the screen blew my mind. Far and away superior to the original game, though I'd like the gas giants to appear considerably larger than the terrestrial planets at all times. All in all, an awesome job here.
* Sadly the Dominion was missing a good number of structure images so there's not a whole lot to evaluate, but the advanced wind turbines image seemed a bit grainy too me and could be improved upon a bit I think.
* I'm no 3d modeling expert, but I am an idea man and a reflective pool of beige goo with some rocky crags to represent the Great Link shouldn't be too difficult to create. Did this 'structure' require power? If it did, it really shouldn't since it's a product of the changeling physiology itself.
Content
* The initial solar panel structure seems to be missing which made it exceedingly difficult to produce enough energy to power all of the structures.
* The 3rd food structure upgrade is missing.
* I was a bit confused by the unfamiliar model used by the Attack Ship I. I was looking for something familiar right off and was only happy once I was able to build both the Attack Ship II and the Battleship.
* Powering all of the structures early on in the game seems nearly impossible, while later in the game there seems to be too large a surplus.
* Jem'Hadar colonizing systems? They're not citizens of the dominion, they're the enforcers. While there should be a Jem'Hadar soldier presence in every Dominion held system, they might not be the same ones
* Jem`Hadar also don't consume food, but they will need a supply of white. The ketracel white production facility should be something able to be produced early on and should only exist to produce 'food' for the Jem`Hadar soldiers and workers, it's effect on morale should be removed.
* Multiple ketracel white facilities, I think it's obvious that there are many of these but perhaps not so many that they are found in every system within the Dominion. Perhaps only in systems with Raw Materials?
Game 2, Romulans (my old favorites)
Appearance
* The shipyard image seems very rough, almost appearing hand drawn rather than rendered on a computer.
* I was curious to see the singularity plant model being used for the deuterium plant in Supremacy, but I don't really oppose it.
Content
* No cloaking ability, though perhaps this feature hasn't been implemented yet. I will be patient.
* Structures that grant a % bonus to Raw Materials collection can be built in systems without the Raw Materials special attribute. This could be fixed by simply adding a similar spec like the one used for the Dilithium Refinery.
* Inability to build outposts, coming later perhaps?
* Same issue with powering structures, particularly on Romulus. The energy cost of the Imperial Senate may need to be lessened, 170 is extremely difficult, if not impossible to produce early on in the game.
* Steam vents should be accessible earlier in the game, and the advanced turbines and solar panels later on.
* Bunker network and basic shelters should be handled just like the imperial shipyard and basic shipyard, choose to build the better one and the lesser one is removed from the built list. This should also apply to the positron shield and planetary shield structures.
* The Aldean planetary shield should have the ability of cloaking the entire planet (leaving a gap in the system display area). Additionally, in the TNG episode where the Aldeans were introduced - an enormous power generator was found within their capital city. I suggest implementing a similar structure into Supremacy which uses the Ardanan grav-generator as a template. An image of this can be found in the episode 'When the Bough Breaks'.
* The Ardanans can build a grav-generator that produces a huge amount of energy and boosts morale, perhaps instead the structure should only provide energy and a separate 'Stratos' structure should be made available to produce the morale bonus.
* Mark I, Type A, Class 3... huh?? Part of what I appreciated about the original game was each major race having a giving a feeling of continuity. All of the Romulan production structures began with Mark I, Mark IV, etc. As minor races were incorporated these structure types were incorporated into these systems and created a bit of a bonus to continuity. I am dismayed to see so many different structure types and names being used by the Romulans, many of which perform the same function. I think there's a better naming system, and I'd be happy to work one out if someone provided me with a complete structure list.
* I LOVED playing as the Romulans in Botf and studied the Romans in depth back in college, I think I'd be a good choice to add to their in game 'look and feel'.
Big Idea
* For a long time while playing Botf I wondered why colonists were only of one of the five major races (humans, romulans, klingons, cardassians, and ferengi). Surely a member race (not subjugated) would like to expand beyond it's home system as well. What we need is a listing of all the races living in a given system. (human 82%, vulcan 8%, andorian, 2%, etc). These numbers can fluctuate over time, but staying within a specified formula unless acted drastically upon by the player. Perhaps the klingons want to execute all vulcans in a conquered system for example. In a large empire this can quickly become chaotic as populations of people move throughout, so I suggest limiting the display to the top 3 races and an other category at the bottom of the system screen. In a sub-menu the actual population breakdown and their 'attitude' which would mirror that found on the diplomacy screen would be visible. Executions, removal/granting of freedoms, and assignment to labor camps could be done from here as well. Lastly, the ratio of colonists on board a given colony ship should reflect the percentage of free citizens (non-labor camp slaves) of the system it was built it.
* A special variant of this should be worked out for the Dominion. The Founders should represent a portion of the colonists in every system (1%), and beneath them any free citizens and slave laborers. Initially until a minor race is coerced into joining or is conquered by the Dominion, the colony should only be manned by a special class of Jem`Hadar laborers which can be phased out as other workers become available. Further, only Changelings should be allowed to inhabit the home system which I'm sure we all agree would be logical.
* Romulus would be populated by Romulans and Remans, but the Remans would be little more than troops and laborers as was outlined by the Nemesis film. This further illustrates how having free citizens and slaves would add to the richness of the game. If the Federation takes a former Romulan world they could grant freedoms to the former subjugated Remans and gain their favor, perhaps increasing unrest within the Romulan Empire amongst the Remans.
Closing
This is all I can think of at the moment, but I intend to play again soon and I'll compose another list then. Until then, thanks for reading.