Firstly, I never said I required anything, or that you were wrong. I said your argumentation was iffy. I even said that Civ is a rather shallow franchise, but I have played it for an obscene number of hours, so 'depth' isnt always needed. Anyway, to answer your first question: yes, it is far more than a ship buying simulator. Simply put, I've about 1500 hours or so in, and never cared about getting more money about getting more ships. If its nothing more than that to you I am sorry to hear that.
As for whether or not it is deep, I am not sure how meaningful that is without comparing it with anything. But I have played with 'newbies' reasonably often, so let me present two situations.
1) When in combat once, my wingmate had his canopy blown out. As a result emergency oxygen was activated, which depends on the quality of your life support systems. Your choice in life support is not only decided by how much credits you can spend, but also by how much added weight and power consumption you can spare. After getting back to SC, it became apparant there was no station with a repair function in the system, and with an D-rated life support time was running out fast. So I recommended him to go to the station without repair function. At this point he was getting a bit panicky and started to doubt that would help much, but I convinced him to hurry up anyway. After he landed he was indeed unable to repair his ship. However, in the secured hangar he was able to re-fill his emergency oxygen, giving him another 7.5 minutes to reach safey. Meanwhile I used the galaxy map to buy system data, and found a station within one jump close to the primary star. He survived with two minutes to spare.
2) When helping a budding trader, I was asked why narcotics were illegal in that system. The player thought that commodity was legal, he had traded it a fair few times before there. I explained that different governments have different laws, and that there had been a war that resulted in a different faction assuming control. He asked how he could contribute to a war if it broke out. I explained you could obviously join the war zones, but you could also supply them with commodities (weapons and armor often paying very well then), or blow up civilian ships of the opposing faction. This would be considered a crime, but it was up to the player if you wanted to be a supplier, combat pilot or war criminal. Later the commodity became legal again, but the same faction was still ruling. It turned out that the region had been taken over by Delaine, who legalised narcotics (among other things), and opened black markets for stolen commodities.
You can call it shallow or deep, but when you compare this with any modern spacegame, either released or in development, this is relatively deep. And if you would have said that in a year of release this would actually be in-game, noone would have dared to believe it during the kickstarter. But we take everything we get for granted and just set the bar a bit higher after every new update. The game isnt finished, there is LOADS of stuff they can add or improve on, but the whole 'ED is shallow just grind and credits" complaints are really quite untrue.
Nope, it is not just a ship buying simulator to me, or at leat it shouldn't be...
Problem is, that is exactly what it is.
You see, I don't care about ships.
I have never earned a rank.
I have never grinded for a power play weapon.
I don't give a damn about making it to Elite.
Mods? Couldn't care less.
Before this game launched I started the very first thread where our project was to flip a system from a Federation controlled system to independent. It was on the very day the BGS was implemented. After 4 1/2 months of toil we achieved that goal which culminated in the first major community event in this game. I pretty much know all there is to know about how it functions which by the way is not that complicated. To me, this is the area of the game where any possible depth potential lies and yet, very little has been added to that since release.
In fact, everything that we do in this game functions around one simple statistic - influence. All of the other stats have very little bearing on the BGS at all other than the speed by which you can push the influence marker. FD has spent serious development time on the flight model, upgrades and mods but hardly anything on your ability to effect the environment around you. This has left us with a hollow experience where there is barely anything you can do other than earn credits to buy ships. There is nothing else to spend money on other than donation missions. Ultimately, we upgrade our ships but to no purpose because the actual universe we inhabit within the game has no levers to pull where we can effect any change upon our environment other than to raise or lower that influence figure. Expansions do nothing other than simply change the name of the controlling faction. The actual expanded system offers no benefit or penalty to the home system.
If this game were to have depth it would allow you to micro manage systems. You would see wealth, population, security level etc. rise and fall due to player input. You would see physical changes like stations being built, upgraded, downgraded, additional facilities being added and removed depending on how the system was performing. You would see real physical changes take place within the system that groups of players could actually cause to happen. Expansion systems would be tied into the overall collective economy of the home system. A refinery system would compliment a mining colony should they expand into it. There would be a logic to the whole thing. You see where I am going with this?
The trade system would be more than just a couple of different static sheets that merely change as the system state enters a new phase. Actual economy types in systems could be altered by player action. Economies would require particular resources to thrive or fall into decline. Security level would be strong or weak depending on system performance.
Exploration would require more than simply pressing a singe button and then leaving a system.
I could go on but to be honest I don't have the time right now.
Because these things are not being persued by FD we are being left with a game where all you can really do is buy ships and upgrade them. You can fly around for the love of flying around but that is not really a game is it? That is just a sim. Games have governing rules that determine success or failure.
EDhas the potential to be so much more than it currently is. I would say if there is any depth to be found it is simply in the flight model and the upgrade system for the ships. This is a fine bit of work and obviously been a labour of love for those involved. The galaxy itself is a wonder and an amazing achievement.
But as for the game itself and your ability to actually immerse yourself within it in a meaningful way, it falls short. It looked so promising back in the November of 2014. I remember it so well the excitement of so many people I spoke to about the future prospects of the game. Those people are now gone. More focus is needed on the game world and less on ships.
By doing this player groups can work together toward a common goal and achieve meaningful gameplay beyond personal upgrades. Their effect on the game itself becomes the goal and they can think of more than just personal gain. This is where deep gameplay begins. Right now we have a very basic form of this. If you want to create a game where people have a reason to play together this is it.
Just my opinion.