After finishing my recent nostalgia game of MOO2, I have been taking a look at Instellar Space: Genesis (ISG hereafter), a modern take on the MOO2 concept. The game has a lot of MOO2 elements, but with a lot of new systems and mechanics added. I have only begun playing and am still figuring out a lot of the new stuff, but I thought I would post a few screenshots and give a few initial thoughts. 
ISG offers a lot of set up options and customization for a new game. Options for the galaxy, for how tech research works, difficulty level and start (boosted, normal, or poor), and more. One nice option is that difficulty level and start can be set individually for each AI as well as the player. This could allow some interesting galaxies for players looking for a real challenge, or wanting to shift the usual balance of power. I set pretty much everything to standard or average, since I have no real idea what I am doing yet.
The game recommends using a non-randomized tech tree for your first game, to get familiar with what is available, before trying the options with random missing techs or limited research options. So I set that, pick the humans in a medium galaxy with standard number of opponents, and off we go.
One new mechanic that immediately pops up: remote exploration. Your scientists and astronomers can scan one section of the galaxy remotely at a time, with each scan taking some number of turns. (Tech and other factors can affect how long it takes.) Free exploration, basically. The remote scans tie into another new mechanic: there are degrees or levels of exploration in ISG. You start knowing nothing about a star system except the color of the star; an initial or basic scan (either remote or by sending a ship to the system) reveals any planets that are present and their general type (terran, desert, lava, etc.). But you need a more advanced scan to determine the mineral level of planets and the presence of certain things like wormholes, and a full scan to find specials on planets like resource deposits, alien ruins, minor civilizations, and other things. Getting a full scan apparently requires sending a special exploration ship to a system, and exloration ships are expensive (roughly similar to a colony ship).
The next new system that pops up is your empire's culture. Your citizens generate culture per turn, which can be boosted by various buildings and other things. You accumulate this culture, and every so often it allow you to choose an empire-wide perk. These perks are presented in pairs, with choosing one permanently locking out the other option for that game. My initial culture choice was between faster movement for all ships (a pretty nice perk
) or a free colony ship plus boosted col ship production from the home world. Given my recent nostalgia MOO2 game had my home world build every single colony ship, I decide on the col ship perk.
Here is my empire after 8 turns, after my starting col ship and the free one arrived in nearby systems and fortunately both found habitable worlds.
Note the list of my colonies on the left. You can see my two starting scouts (the green triangles) on their way to nearby systems to scout.
Here is the Sol system:
You can see Earth as an owned world and Mercury, Venus, and Mars as potentially colonizable worlds. Note the planet types listed for the non-earth planets -- Barren, Desert, and Acid. Unlike MOO2 where you could colonize any world you could reach from the start of the game (just with penalties to growth, production, and maintenance for hostile environments), in ISG you need specific tech to colonize each type of world that is not "ideal" for your species. Humans have terran for ideal, can tolerate swamp worlds, and consider all of these others as hostile until the appropriate tech is researched.
Note also that that the current scan level for the Sol System is shown at the upper right (advanced). The uncolonized worlds show a question mark for special resources; I will need to get a full scan of the system to identify if there are any specials present. Jupiter also shows a question mark for the presence of Helium-3, a special resource needed for certain construction projects and techs. A full scan will reveal whether there are exploitable deposits present. If so, I could later build an outpost there (once I have the right tech researched) to produce the resource. The asteroid belt can also be exploited with an outpost with the right tech.
Here is earth:
Note the sliders on the left: These are more like classic MOO, splitting the planet's production between infrastructure, ecology, and the main construction queue. (There is also a kind of triangle option for representing this split. I prefer the sliders.) Infrastructure seems to be sort of like industrializing your planet in MOO by building factories; increasing your infrastructure level multiplies production on the planet. However, you also get a choice of perks with each infrastructure level up. Unlike the empire culture perks, the infrastructure perks are not exclusive and you can pick the ones you skipped later if you keep increasing infrastructure. The perks give bonuses to spending on buildings, ecology/terraforming, or ships. So they help you specialize a planet for whatever role you intend it to serve in your empire.
Ecology spending can terraform a planet (once you have the appropriate tech) or boosts the eco level. This is apparently separate from terraforming; I do not really understand how this works yet.
The construction queue works like the MOO2 build queue, and can have buildings, ships, trade goods, and so forth.
Here is a newly explored star system:
A terran planet!
Note that I have only a basic scan of this system, so I do not know the mineral level of the planet or if there are other special present. There could even be undetected stuff like wormholes present in the system. More detailed scanning is needed.
Here is a look at the tech tree:
The purple tech is the one I just discovered -- Desert Colonization so I can colonize Mars in the Sol system with a colony base. Dark green techs I know; light blue techs can be researched. On the bottom left two "blocks" note that going back for another tech from the same block costs double. This "full tree" mode (which the game recommended for your first game) does this to encourage advancing through the tree. How research works has several possible options during game set up.
ISG also has events.
In this one, my newest colony has a splinter faction break away to found their own enclave. I have several choices for how to deal with them, with various costs and benefits. You can select the level of events you want during game set up, depending on how much randomness you prefer in your strategy games.
So there is an initial look at a few very early turns of ISG.
I will update as I play the game. Overall I am liking it so far, although obviously I have not played much yet. The game looks good, and the interface has been decent. These screenshots do not show them, but the game has extensive tool tips for practically everything with much more detailed information. Production and cost items show a full breakdown of where your hammers and money come from or are going (depending on what you are hovering over). There are numerous data screens for more info on the state of things, along with an empire overview screen:
I have not played far enough into the game yet to see how diplomacy works, or spies, or combat. And I have not looked at ship design yet, as I have not researched any ship techs. You do start with a couple scouts, armed with basic single laser weapons. I suspect that like MOO2, they are not worth much in combat and are really mostly for exploring.
I will try to answer questions, but I am figuring this out as I go so I may not know.

ISG offers a lot of set up options and customization for a new game. Options for the galaxy, for how tech research works, difficulty level and start (boosted, normal, or poor), and more. One nice option is that difficulty level and start can be set individually for each AI as well as the player. This could allow some interesting galaxies for players looking for a real challenge, or wanting to shift the usual balance of power. I set pretty much everything to standard or average, since I have no real idea what I am doing yet.

One new mechanic that immediately pops up: remote exploration. Your scientists and astronomers can scan one section of the galaxy remotely at a time, with each scan taking some number of turns. (Tech and other factors can affect how long it takes.) Free exploration, basically. The remote scans tie into another new mechanic: there are degrees or levels of exploration in ISG. You start knowing nothing about a star system except the color of the star; an initial or basic scan (either remote or by sending a ship to the system) reveals any planets that are present and their general type (terran, desert, lava, etc.). But you need a more advanced scan to determine the mineral level of planets and the presence of certain things like wormholes, and a full scan to find specials on planets like resource deposits, alien ruins, minor civilizations, and other things. Getting a full scan apparently requires sending a special exploration ship to a system, and exloration ships are expensive (roughly similar to a colony ship).
The next new system that pops up is your empire's culture. Your citizens generate culture per turn, which can be boosted by various buildings and other things. You accumulate this culture, and every so often it allow you to choose an empire-wide perk. These perks are presented in pairs, with choosing one permanently locking out the other option for that game. My initial culture choice was between faster movement for all ships (a pretty nice perk

Here is my empire after 8 turns, after my starting col ship and the free one arrived in nearby systems and fortunately both found habitable worlds.
Note the list of my colonies on the left. You can see my two starting scouts (the green triangles) on their way to nearby systems to scout.
Here is the Sol system:
You can see Earth as an owned world and Mercury, Venus, and Mars as potentially colonizable worlds. Note the planet types listed for the non-earth planets -- Barren, Desert, and Acid. Unlike MOO2 where you could colonize any world you could reach from the start of the game (just with penalties to growth, production, and maintenance for hostile environments), in ISG you need specific tech to colonize each type of world that is not "ideal" for your species. Humans have terran for ideal, can tolerate swamp worlds, and consider all of these others as hostile until the appropriate tech is researched.
Note also that that the current scan level for the Sol System is shown at the upper right (advanced). The uncolonized worlds show a question mark for special resources; I will need to get a full scan of the system to identify if there are any specials present. Jupiter also shows a question mark for the presence of Helium-3, a special resource needed for certain construction projects and techs. A full scan will reveal whether there are exploitable deposits present. If so, I could later build an outpost there (once I have the right tech researched) to produce the resource. The asteroid belt can also be exploited with an outpost with the right tech.
Here is earth:
Note the sliders on the left: These are more like classic MOO, splitting the planet's production between infrastructure, ecology, and the main construction queue. (There is also a kind of triangle option for representing this split. I prefer the sliders.) Infrastructure seems to be sort of like industrializing your planet in MOO by building factories; increasing your infrastructure level multiplies production on the planet. However, you also get a choice of perks with each infrastructure level up. Unlike the empire culture perks, the infrastructure perks are not exclusive and you can pick the ones you skipped later if you keep increasing infrastructure. The perks give bonuses to spending on buildings, ecology/terraforming, or ships. So they help you specialize a planet for whatever role you intend it to serve in your empire.
Ecology spending can terraform a planet (once you have the appropriate tech) or boosts the eco level. This is apparently separate from terraforming; I do not really understand how this works yet.
The construction queue works like the MOO2 build queue, and can have buildings, ships, trade goods, and so forth.
Here is a newly explored star system:
A terran planet!

Here is a look at the tech tree:
The purple tech is the one I just discovered -- Desert Colonization so I can colonize Mars in the Sol system with a colony base. Dark green techs I know; light blue techs can be researched. On the bottom left two "blocks" note that going back for another tech from the same block costs double. This "full tree" mode (which the game recommended for your first game) does this to encourage advancing through the tree. How research works has several possible options during game set up.
ISG also has events.
In this one, my newest colony has a splinter faction break away to found their own enclave. I have several choices for how to deal with them, with various costs and benefits. You can select the level of events you want during game set up, depending on how much randomness you prefer in your strategy games.
So there is an initial look at a few very early turns of ISG.

I have not played far enough into the game yet to see how diplomacy works, or spies, or combat. And I have not looked at ship design yet, as I have not researched any ship techs. You do start with a couple scouts, armed with basic single laser weapons. I suspect that like MOO2, they are not worth much in combat and are really mostly for exploring.
I will try to answer questions, but I am figuring this out as I go so I may not know.
