Some diplomacy AI suggestions:
* When an AI wants to make peace, it should consider how much warring you were actually contributing when it is negotiating its deal, such as, did you actually kill any of their ships or anything. Or at least it should offer a round of peace for a limited deal, say just a random technology or some money, and then if the player actually says no let's keep fighting, then maybe really beg for peace.
Example:
I was an extremely weak civ, and the drengin declared war on me. No surprises there. They were on the other side of a large galaxy though, so I wasn't too worried, and focused on short wars against my neighbors to expand and get some extra stars. Now, as might be expected my power was growing from these other battles I was fighting, but not due to my war against the drengin. They were also at war with the altarians and torians who happened to be whooping up on them. So the drengin then come to me saying we give up, and gave me basically all their technology/trade goods.
Now, I was in no position to actually demand this. If they just offered me peace I would've taken it in a second, or peace with just a couple of technologies, I had only just gotten battleships, and they had been building dreadnaughts for a while. But of course, being human, I decided to see what I could get out of it, and it is far too easy to just grab as much as you can.
More diplomacy:
* When negotiating it seems that right now there is a yes/no state on the trade. So either they will accept it or not(green/yellow text), and you just try and get as much as you can, throw in a few credits until you can't get anymore and make the trade. But what if instead it was yes/maybe/no. To relate to text color of trades, green = definite yes, red = definite no. Now yellow represents a fuzzy area where it is unknown whether the AI will accept it or not. Maybe it's essentially a role between diplomacy ratings. The thing is to hide from the player where the hard line of the AI is at.
If the human side fails, then it should always fail at that value, forcing the human to either walk away, or sweeten the deal. Extreme failures could damage relations, adding a risk to trying and get too much, but at the same time, allow the possibility of trying and pulling a fast one. Just an idea. The computer could also make counter offers in this situation. It gives more compromise, give and take to the diplomacy areas... This might help solve the peace negotiations as well. I know I'm a stubborn punk sometimes when the computer demands too much, why shouldn't it treat me the same way.
* When an AI offers you a trade of technologies you should be able adjust the deal a little bit. Sometimes it's just a little lacking. Also it seems the AI always does a 1-1 tech swap. Now, not that I mind someone trading me Dreadnaughts for brain mapping, or advanced repair or something, but the AI should know which techs are valuable and say, hey give me this and some bread and you got a deal.
Espionage:
Maybe some of the graphs shouldn't chart opposing civilizations unless you have certain levels of espionage. Such as low, might give you some population graphs, medium manufacturing/technology, and high would chart military. As it is, I don't really see the point of the espionage at this point. I plop some money into it, but only for enemy civs. This would make espionage a valuable tool for warring nations to get a good grasp of power.
Other features:
* Rally points
* Either two purchase buttons(post #20) OR if you click on say the time left area, select the corresponding unit into view. Something like that...
* massive disband commands. Such as, I don't need these stinkin defenders anymore. - maybe this is in there and I just can't find it...
* Maybe it's the AI I've played, but the normal AI has a hard time defending it's stars. A couple of defenders just really isn't going to cut it. And why doesn't the AI build Battle Hammers? I should really play some stronger AI's, but please tell me that higher levels patrol the sectors they have stars/resources in.
* Resources should remain visible after a starbase is built. The way it is now, it's too obvious when a resource on the otherside of the galaxy is freed up because of war. Just wait for the X to appear on the minimap, and send that spare constructor there. If resources were always visible without the starbase, this would be impossible, and require more scouting.