This looks really awesome - I've been wanting to do a 4x game myself but decided to go down the RL route instead. I love what you've done with terrain generation, and the noise for the star maps looks great. I've beta tested and had the pleasure of knowing a few devs that have worked on actual money making 4xs, so I've got a few ideas rolling around which I just thought I'd share.
Two things that I'd really ask you to consider strongly:
Although I know this is very early days, one thing that leads to the absolute downfall of 4x games is a clunky interface. GUI development is arduous, but I'd really recommend investing a heck of a lot of time in it (along with tooltips and manuals) as nothing is makes a game like a 4x (a game with lots of clicking and menus) worse than a dodgy interface.
Secondly, I'd really recommend working stuff up really slowly and making sure each feature is solid, rather than going scattershot. You look to have quite a lot of resources and tech levels and stuff, and while that can be good, a 4x game can be fun with just a few resources, some basic +/- buildings and a few types of troops. I know it sounds common sense, but it's way better to have something concise and really playable than a sprawling mass of 3/4 done systems and unexplained features which so often tends to happen with 4x games.
Just some thoughts which I'm sure you've already thought of, but just thought I'd share as it'd be great to see a really procedural 4x game!