I mentioned this in the Astrotrain talk thread, and realised it should be split out into its own discussion.
AI War Classic:
One of the hallmarks of Classic is that the AI were too big to care about humanity at pretty much all points throughout the game. The advanced factories and research stations that we reallys we needed to progress sits disused in a forgotten corner of the AI's multi-galactic empire. Kill a few command stations, and it doesn't care. In the same vein, there was very little we could do to affect the main AI's resources or plans: CPAs and Exo-strike forces worked on their own rhythm, waves hit with semi-regularity, and reinforcements spawn by magic. The main variables we could influence was simply how many ships that spawns, and in some cases how often. All these reinforce the relative helplessness of humanity.
Proposal:
What if the sequel decided to change this up a bit? Suppose the AI does still utilise resources from the human's galaxy (to a limited extent)? Suppose those key factories churned out units that the AI is warping out to its battles elsewhere? Then, disrupting them could very well make the AI rather... resentful of your continued meddling. If we shift some of the AI logistics back into the game-world, then there could be AI Plots where the AIs themselves are building superweapons for use elsewhere, which could be destroyed or captured.
These create points of progress, and offer mid-game achievements and plot developments. If players conduct too much interference, the AIs might invert their strategic decisions and start pouring in intergalactic forces into this galaxy instead of exporting its assets. Interactive things of that nature.
So, how did you feel about the way AI reinforcements is structured in Classic, along with the way players could influence AI plots and abilities? This was a little bit implemented in, e.g., Advanced Hybrid Plots, where you could actually stop the outcome.
With respect to the sequel, would making the AIs more vulnerable negatively influence the core aspects of the game? That is, how much agency should players have to influence AI operations? If you would like more agency, how central is it to the overall game (determining what priority it gets in the design doc)?