One of the Structural issues with the game is once an area is captured/dominated, little happens - its very linear, all the "action " is up front. GalCiv 3 needs a new "big idea" conceptually to differentiate itself from previous versions to be saleable - incremental change of existing concepts is unlikely to be enough from a commercial viewpoint.
The Events developments do attempt to fill the void that exists after taking an area/zone, and stop (to a degree) players leaving vast tracts empty of defence / mobile forces. If that area could be exploited more to keep activity going, it would give a more "busy" feel to the game, less routine. However it needs more than bolt on events, it needs to be part of the mainstream game. Couple of examples:
Introduce Logistics as a concept to the game. Its wholely missing at present, and in real world warfare, logistics is the most important planning aspect of any offensive made by any military leader. In real world battles, Commanders go first to Logisticians with the question "do we have the Logistics to go on the Offensive". If they dont, planning ceases right there until Logistics is sorted out. Logistics then opens up a whole new tract of conceptual possibilities connected with Supply Dumps, Supply Routes etc etc
Impose the need to maintain and defend Supply Routes from long range special forces type of attacks, and the closer the supply route is to the main "front", the more defence needed. This would spawn a new type of Unit "special forces" that have unique stealth abilities to penetrate existing areas of influence and travel deep into held territory. The deeper they manage to penetrate the more damage they can inflict if defence forces are below a preset level. Initially the concept would be a basic one, but once established and "debugged" it could be developed in many directions as a mainstream part of the game using different tactics, new specialised weapon systems, planned "ambushes" of convoys on the supply routes, "Hunts" for loose special forces causing damage, etc etc.
The supply routes could have supply dumps of various logistic types - food, weapon systems, spare parts etc etc, which need maintaining and kept filled by the supply convoys. These logistics bases would be vulnerable to attack by long range forces who are trying to stop the flow of various logistics types to the main Fleets. If the Long Range forces succeed, the main Fleets start to degrade, even stop due to lack of supplies/spares/replacement manpower, depending on the Logistics damage achieved.
The whole concept after its initial introduction can be developed in stages to a full blown Logistics Dimension to the game, opening up many many doors to new game design innovations and scenarios.
Regards
Zy