I've realized that you might find a lot of use in I-Mod Productions: they're a german-based (but English-speaking) modding site that could use some new blood to liven it up. They're dedicated primerily to GC2, but they have a currently empty Elemental section that I think this could fill quite nicely. There are a LOT of people with programming, modelling, and GFX skills looking for stuff to do, as well as some space for hosting and assorted tutorials, guides, and the like. I'm over there (although not terribly active) under the name AgentMulder.
Thanks... I'll be sure to check it out. I'm somewhat reluctant to start something there until I've got more of a product... too much pressure for something I'm doing just for fun right now. But anyone is willing to submit anything if they want to. I just don't know what's going to happen with stuff.

[GAMEPLAY]
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Early Game Conceptualizations
One of the problems I have with TBS strategy games is that I personally am impatient for the all the cool stuff that happens towards the late game. For me, the early game usually involves me waiting for someone to declare war on me while I research like mad so I can build cool ships/troops.
I really want to do something unique and special for the early game... something cool enough where players will look forward to loading up a new game just for the experience, rather than feeling they've gotta “work” for the cool stuff.
So what's the coolest thing about going a new planet? Exploration. The early game will focus a great deal on exploration... how well you explore the planet will influence how successful your colony is. I'm not talking about goodie huts, although I certainly am fond of those... but something a little more dramatic.
I've split these conceptualizations into different categories, beginning with the easiest to implement to the most difficult. Eventually, I'd like to go for the gold and make the most interesting early game experience as possible.
CONCEPT A
The player will be able to build “surveyor” units. Surveyors can capture Anomalous Regions, that generate Research points each turn. The thing is with these Anomalous Regions is that they draw from a limited pool of Research points shared amongst all Anomalous Regions... once this pool is dried up the Anomalous Regions only produce the slightest trickle of Research.
This immediately generates strategic locations for players to fight over... whichever player can wrest the majority of the Anomalous Regions will have a definite edge over less aggressive players.
CONCEPT B
Concept B really focuses on making Surveyors more interesting units... making them the equivalent of heroes from traditional fantasy RPGs, except they're of a much lower power level and can't lead armies. They will be fleshed out as individual pioneers, adventurers, and scientists, and should be readily hirable from the first turn.
Surveyors should also have access to interesting gear choices from the get-go... sniper rifles, scout armor, gas masks, survival gear, mobile labs, etc, and also should have interesting skills and abilities. Surveyors should be able to form and fight as parties.
Surveyors should be absolutely the best early-game choice. However, as the game wears on and the colonies are better established, surveyors should be too expensive and too few to field in armies effectively, and eventually are replaced by military. Also, since exploration is no longer imperative, their role by mid and late game is basically over.
CONCEPT C
Concept C expands on planetary hazards, native life, and exploration. At this point I'm not above making mini-dungeons in the form of cave systems for little surveyors to explore. Hideous alien beasts like monsters from Avatar should be encountered. Essentially, a modified quest system like what we'll see in Elemental.
With this in place, the early game will ideally feel like one of those good/cheesy sci-fi space exploration movies. I don't know how to translate “wonderment” and “awesome” into a computer game form, but screw it... I'm gonna try.
Also, your old Surveyors should retire when their careers are over and live as citizens in your colony, perhaps eventually become generals, politicians, or some other kind of agent.