You should. Definitely room for another game with different doctrines and play styles
Last time I couldn't quite make an AAR out of it.
Something like this is a lot of work and demands great storytelling skills. I am truly in awe with this one, it's an absolute marvel. Emu is a genius.
Maybe I'll try something half assed but no guarantees. Certainly nothing that can compete with this one.
On top of that, we've explored a lot of doctrines in this game already. Apart from beam fighters (and railguns are one of the few options there, lasers are too big at low tech levels I think) we've seen a lot already. Or are in the process of getting there.
- various missile doctrines: absolutely
- Jeune ecole style beam cruisers: yup
- boarding, one of my pet things: check.
- jump point assaults: yup
- jump point defense: if only we'd manage to set it up...
- NPR homeworld assaults: in progress.
- Diplomacy: err.. does failing at it count? Nonetheless, we learned a lot there.
- carriers: yep.
- xenoarcheology: yep
- precursors: hell yes. (though we could have attacked them earlier to make it more challenging)
- raiders: to the death, really. That shook things up.
- ground attack fanatics.. whatever their name was: yep. Including nuclear Armageddon as a bonus.
- surrender mechanics
What I'd still like to see in this game is listed above as in progress, or things that are very dependant on RNG to show up. The Swarm, the Invaders. The actual original starting NPR would be good, too.
Maybe actual peace with an NPR too. If the bork will let us enter their space we can start some spying operations.