I’m not familiar with the governors, I only played up to Civilization 3. So I’ll restrict my discussion to MOO2 here.
In MOO2, yes, absolutely.
Look, the first couple of systems that I developed, let’s call them Sol and Alpha Centauri still have my best worlds in them. They have the biggest population center that I use to send colonists to new places, they still have the biggest production center, they still have the biggest science production planet. Those worlds all do feel distinctive and don’t feel generic, because I made all the decisions that made those worlds specialized the way they are. Well, I did, along with the distribution of random resources that I was dealt.
Do the planets that developed later that I let the AI handle feel more generic? Yep, as they should. I’m more attached to the original worlds, as I should be.
I don’t think this is the case is it? I thought in MOO2 you could create a default template for the AI to follow? Maybe I’m not remembering correctly. I played it mostly hotseat multiplayer, so maybe I’m remembering how we got really good at doing a quick template for the worlds that we did want to specialize. Either way, these are usually exceptional cases, for example, colonizing a Rainbow World, or some other special place, and you can make a little bit of time and setup a queue instead of automating that world. The game is designed for you to pay special attention to worlds that are different, that have more resources than usual, or worlds that are closer to enemy lines. You’re not falling back to micromanagement workload there as much as you are just playing the game. If a planet is near the front lines, you do want to do things differently there. If it has more of a certain resource, you do want to treat it differently, and it’s not much effort to do so. We’re talking an extra 2 minutes to setup the queue at each special place like this.
I still think this is exactly what happens in MOO2 even without this specialized UI. You tend to automate and most worlds (other than the ones you specialized) do tend to become generic because you’re more focused on the big picture. You’re at war with the Elarians, and you’re trying to get more spies to defend against spy attacks from the Darlocks, you’re trying to trade your new technologies with your allies for advantages before those technologies get stolen by spies. You’re trying to design a new ship that uses the new weapon you just developed, and you think this will be the big advantage in your ongoing war that will turn the tide.
I still think MOO2 is the perfect compromise in that overall design. It lets you get your hands dirty when you want to, it lets you automate what you want to, but it lets you do enough that it feels more personal than adjusting sliders. I think if you remove that hands-on decisions on each planet, and replace it with sliders you get what you got in MOO3: an impersonal game where it feels like you adjusted some sliders but you never made any meaningful decisions.