I'm also curious about your plans for alien AI -- are they a number of set races with their own behaviors a la Galactic Civilizations (incidentally an excellent example of competitive AI that doesn't rely on cheating or various multipliers to beat the stuffing out of you), or are you going to set it up so that races are randomly generated with different assortments of goals, traits, characteristics, &c? Obviously a set of predetermined races are easier, but one of the big problems that you run into with 4Xes where the AI is either homogenous or static-differentiated (i.e. different between races but always the same for each race) is predictability, which in turn hurts replay value as you quickly learn how the AI will behave, which makes countering it trivial as long as you're halfway competent.
Some of the aliens are so unique that predefined is the only way to go (I needed to write a separate code of these - like parasites). Maybe I would be able to make partially random "standard races", but then, I want to avoid the standard races in the first place...
One way to do that would be to have a steady decrease in bureaucratic efficiency scaling with the size of your forces, both individual fleets/armies/whatever, and your total military arm. Same with commercial-side stuff. That way, when you lose a big chunk of ships or planets, the ones left respond sooner, travel faster, fight better, produce more and more quickly, &c.
Obviously larger-scale mechanisms are more efficient purely economically, but with a distributed imperial command system full of incompetent and corrupt officials, smaller systems are going to be more efficient because it's harder for things to be overlooked, the distance both spatial and bureaucratic for orders to travel is smaller, &c. At least, that's how you justify it in the fluff.
A few things:
- the games encourages you to have like 150-200 planets (so, can't make punishments for early expansion here), after you reach this you will be discouraged from getting more (no additional prestige, no additional perks/research, etc), these numbers will be explicitly given ingame (via audience/advisors). Also in the standard scenario you will be tasked with getting 50 planets by turn 100 (or face gameover or something near it), so the player will be aggressively driven by early conquest (except for certain scenarios)
- the AI (aliens) are less expansionistic (exceptions) than the player (they will strive to have 10-80 planets depending on race)
- important part of the game is to survive the late game arrival of aliens from another galaxy/dimension who want to purge all life, so for the player to conquer the whole galaxy is not exactly the best strategy (you might still lose even after conquering every single system, better probably would be to subdue civilized alien races and turn them into friendly cannon fodder for the final battle)
- some aliens are worth something to you (civilized humanoids which can trade, make diplomacy, etc) than others (parasites, the hive) which are better to be annihilated
- you will need to station forces on the borders (many small border skirmishes)
- losing "one big battle" would not be a terrible problem, there will be a lot of damaged ships (which auto reroute to the nearest base for repairs) and not that many destroyed, so losing a battle means that part your forces will be unavailavble for several turns, not that they were annihilated
- I aim to make it more about territory than fleets (so losing a planet is a bigger issue than losing a fleet that defends it)
So are you aiming for an Emperor of the Fading Suns clone, but without the micro?
Well... not exactly... Althrough it's definitely more similar to EoFS than CKII. EoFS is a story from the perspective of a great noble house in an empire without the ruler. I want to go for an empire with a strong ruler supported by corrupted bureaucracy and no nobles.