but if you're already done with it, then I shan't bother
I'm done with nothing and I can't even think of something I wouldn't be willing to change at this point. Most things I've "done" are mere simple skeletons that exist simply so that I can push out a demo. Current trading with a simple bidding system is what is in now. Player sales and purchases will definitely affect the amount available for sale, but I don't know if that is going to be 100% of where resources come from.
As far as the vague request for content I just gave...Yes, it will be much easier once a basic alpha comes out. However, there are still tons of things that require almost no knowledge of the setting outside of it being a space 4X. There's also a lot of flavor text that anyone can contribute. Best piece of advice I can probably give is to have you think of something you wanted in another game that didn't exist. If you ever wished there was some unit/building/tech/etc in another sci-fi game I can probably make it happen.
Here are some examples of what I'm talking about:
Events - These can be as simple as, "Solar Flares" - "Some weird space anomaly is blocking our comms" [No diplomacy for X turns]
or as elaborate as
"Scouting Probes" - "Word is spreading around the galaxy that strange devices have been crash landing onto various planets. They don't appear to be related to any known designs or factions and their purpose is unknown. Are they simple probes from an alien race? Is it one of the Great Houses trying to spy on us or is it something even more sinister...like a weapon?"
[One probe crash lands on every known planet in the galaxy. Whoever first occupies the region it crashes into is given a choice, with extra bonuses for each extra one past the first he finds]
1. Study it- Bonus to research. Chance of random negative effect.
2. Scrap it- Resource bonus. Chance of random negative effect.
3. Destroy it- Very small risk of catastrophic explosion or a negative diplo effect if the sender ever surfaces.
4. Leave it be- Possible link to a later effect or event many turns down the road.
Without needing any specific numbers I've got an interesting event for the player. I didn't need to know much about the universe either. If a submitted idea ends up including something that isn't canon to the story (which also isn't decided), it is trivial to tweak basic ideas to become canon so don't worry too much about stuff like that. Extremely complex choose-your-own-adventure type events are totally possible and not hard to do here.
BuildingsGeothermal Borehole (like the one from SMAC)
"By drilling deeper than any ever before we can reach previously unreachable veins of rare minerals and isotopes. If we drill deep enough, we can even tap into the almost limitless supply of heat energy closer to the core. Drilling projects of this magnitude are extremely costly and not without theoretical risks."
[An extremely expensive building that generates vast quantities of minerals and energy for the player. Each one the player has on a planet increases the chance of random earthquakes, volcanoes, and lava flows on that planet.]
TechnologiesNot as much to work with here as most of the work with these involves the flavor/description text, but there's still room for novel ideas.
Extreme Condition Drilling
"Advances in blah blah blah...."
[Allows construction of the special geothermal borehole building as well as provides a bonus to metal yields]
UnitsMost of the units seen at the two links below
http://website.lineone.net/~rwein/nova/unit2-3.htm and from
http://hyperion.twarriors.com/reference.htmlwill be replicated at least in terms of the roles they fulfill. So you will definitely be seeing some sort of hovering tank, some form of sub, etc. So what I'm mostly looking for at this point are any roles that might have been missed or units with some special ability as almost none of the current units have any. Alternatively, if you can think of a good backstory for something like for a special elite mercenary group that appears of the market that would be good also.
The units will be a lot easier to deal with when you can play around with the combat sandbox....
Combat SandboxI made a really basic version of this before, but it had no user interface so there was a lot of text editing if you wanted to change stuff so here's the plan for the new one:
-You click 'combat sandbox' from the main menu and then you are shown a list of all units in the game and their stats.
-Units can be dragged into the attacker or defender side to make things easy.
-You can also click and modify the quantity of any units.
-There will be a separate toolbox for modifiers. If there's a modifier for being ambushed or having low morale, you'll see it here.
-Similarly, the terrain can be chosen as it affects combat.
-Players can choose to watch the detailed battle step-by-step of a single battle or to run X number of trials to see which side wins.
I was thinking that i would like to play an EFSish mod of Freeciv. How hard is it to mod the game?
Are you talking about how hard it would be to make it in this game or in Freeciv? Freeciv is open source and there's a lot of community dedicated to it so it shouldn't be that hard if you know how to code. Modding my game is so simple that anyone can do it.