I don't see any value in the 3D element. It's tactics then, if you're just moving from a top or bottom direction. Strategic gameplay isn't about how many directions you can move. It's about how many limited resources you have and how you can leverage them. The gameplay is certainly about planets and how you use what you have. It's about the decisions you have for gameplay - research, diplomacy, infrastructure. Ships are just the combat element, it could be any unit really like a robot in Supreme Commander. Warlords, by in large, was a combat simulator... take some amount of ships and throw them at each other and see what happens. It wasn't balanced to any sort of gameplay to introduce strategy by limiting elements. At best, we could try multiplayer maps with some control elements... but HW2 scripting isn't particularly easy - otherwise it would have been done already. We obviously have different values in our games. You want ship-to-ship tactical battles: Homeworld 2 is great. If you want epic, controlling the galaxy gameplay.. Sins is better for that. Different games for different styles. Really the move to Sins was never about a better or worse game. But what gameplay we are interested in. If you're that serious about Warlords, I'm certain you could start modding it yourself. It's all in the existing mod files