I'm going to chime in here as un-defensively as possible, but forgive me if by bias creeps in occasionally
I know that GC1 got some criticism from some players (as well as some reviewers) for being 'soul-less'. In many of the GalCiv2 reviews I've read, the reviewer has said something like '...GalCiv2 has that extra SOMETHING that makes a good game into something more.', so I figured we had fixed the 'soul' problem... but perhaps the issue is a bit harder to pin down than expected.
As a game developer, you have to make alot of choices (game design, scheduling, artistic, ect) that all vary in magnitude (teeny tiny choices to HUGE, GAME ALTERING choices). In every choice made, you run the risk of disappointing a % of players, so you have to pick wisely. Success results when you hit that target demographic, meet gamers expectations and make the highest percentage of players happy. Then, if you've really done it right, a % of THOSE players will connect with the game on another level entirely.
I believe that is the connection where the game feels like it has a 'soul'. It cannot come from the game alone, but it takes a bit of the player as well.
While I can't list the personality breakdowns that will/will not connect with GC2, let's look at the choices made to simply make the game 'better' than GC1...
One choice we made is to simplify the tech-tree. GC1's tech tree was a spagetti-string mess of pre-reqs and crazy offshoots and difficult navigation. Some people liked the complexity, but most people were overwhelmed and wanted change. In GC2 we simlified the tree. Most players that I've seen have liked the change, but there are now players that find it boring. Are we happy with the change, dispite some negative feelings by various gamers? Yes. When we start work on GC3 (not for a while, mind you, but eventually) will we revisit the tree and try to please even more players? Absolutely.
Another choice made was the abstraction of various game mechanics. Unfortunatly this is a side effect of having 9 playable races. You'll find that any strategy game that dosent take this route will never have more than 4 playable races. While I agree that it'd be AWESOME to see each race have their own special abilities, balancing a 9x9 matrix of possible game-play styles would be near-impossible. Would we have been lambasted if we cut the number of races from GC1 from 7 to 4? Hell yes. Did we try and give races their own personality through customization, flavor text, and AI play-style routines? Your better beleive it. Is there room for improvement? Until 100% of the players are 100% satisfied: Always.
One thing I will get defensive on is the music. Our sound-guy did a great job, and went well beyond our expectations for what we needed. We ordered 35 minutes of music...he comes back with well over an hour of tunes for cutscenes, in-game sequences, and race conversations. That music is all driven to be event specific, changing based on your status and the status of the galaxy. If you're not a fan of the songs, fine...that's subjective. But, as for improving on GC1 and bringing more 'soul' to the game, I think it's irrefutable (ok, leaving defensive mode)
The game is designed to put the player in the roll of a galactic empire, where your quick and easy control over everything a necessity, thus putting gameplay ahead of anything that could be considered 'polish'. While I agree Heroes would play an interesting roll in unit gameplay, it would be a polish item. As for adding 'soul' to the game, and giving the units a bit more character, it should be noted that the main characters of the game are NOT the ships...the other characters are the various Galactic Leaders, who have HUNDREDS OF PAGES of text to tell you exactly how they feel about you and your empire. Could these all have been recorded as MP3's? Probably. Could we have added 'heros', 'spys', ect to the game to add even more character to the resulting Space Opera? Defiantly. Could we have made more elaborate cutscenes to spice up the campaign and various sandbox events? Certainly.
Would choosing these features limit the manpower put towards other, more important game features (possibly rendering the game unplayable)? Without a doubt.
In the end, I think the whole 'soul' issue is moot. Some players are going to emotionally connect to a more abstracted style so they can really infuse their own mythos into their various games (this is where 4x games get teased for being 'interactive spreadsheets'). Others are going to connect to a simplified game with more polish and flavor to their game (Leonard Nemoy voiceovers comes to mind). Other players still are going to connect to something completely different, which we'll hear about after GC3
Will we be able to emotionally connect with 100% of the player 100% of the time? Never. Do we hope players can enjoy the game, even if they don't connect emotionally with it? Absolutely. And as long as players continue to support our work, will we continue to improve our game designs, hopefully engaging more players and exposing the 'soul' of the game to everyone possible?
You better believe it.