Do you already have a plan on what will come next?
I am really eager for being able to play shorter games, you know .
Unless I have to do a bugfix release first, the first beta release will probably have that shorter-campaign conduct, yea. Since it was basically as simple as having normal missions consume 2 days instead of 1 and increasing the base city-scouting-range by 1. Balance implications will be more complex, that's why I wanted to wait until after the official, so we could shake those out.
Although I have to say that I am really curious on what you have in mind for customization as well...
Basically I'd like to:
1) add a conduct that:
-- adds something like a tech-tree or talent-tree where you can spend points to get various specific bonuses
--- you'd get a base number of points per day
--- and you'd get extra based on "liberated" science labs or whatever those missions are called; and some other mission types would give discounts on certain bonus types
-- cuts the number of part slots to about 1/4 of what it is now; possibly involving removing the reactor entirely and having power-generation computed in another way (also removing the omni-tool type parts and others that are more confusing than helpful)
-- cuts the number of parts you get as loot by the same overall proportion, substituting tech points as a reward in some cases
2) work through the balance/gameflow issues of that, which will probably take at least a month of iterating back and forth with you guys
3) switch it so that the above becomes the default, and you can enable the "conduct" to get the old system of no-tech-tree-but-tons-of-parts. I don't want to just take away the old system since some people apparently really like making thousands of comparisons between every mission
Anyway, the overall idea is to maintain a similar level of complexity (just spread over parts, techs, and city-map-control) but really pare down the part that has complexity which grows exponentially with the number of slots/parts (due to the number of comparisons needed for optimal play, and all decisions being reversible).