I just wanted to chime in again and let everyone know that this is still progressing, but we did a lot of re-skinning and re-branding which takes time. To clear up some very vital points:
1.) We are going into closed alpha testing in 1 month's time (woot!)
2.) It will not be an exact replica of TI for obvious reasons (hence the reskinning, etc). That being said, the entire reason we started working on this game was because we love TI and 4x games, so the overall gameplay and premise has remained completely intact.
3.) There will be a "long game" and a "short game". The biggest problem with MOO2 and games like it is that it is very hard to find people willing to actually finish a game. We've adjusted some of the rules in a way that TI players will find intuitive in order to have the game finish in one sitting.
4.) The game will have a very low price point. Our goal is to get the game into the hands of as many players as possible so that matchmaking is alive and well.
5.) We have a website that will be launched in a few weeks where you can receive active updates on the state of the game, follow developer blogs, and participate in forum discussions.
If you have any other questions, feel free to let me know. Every person on our team is an avid TI3 player, so while there are a few mechanics we added and a few we removed, we believe that there are design decisions that work well for boardgames and others that work well for video games. We weren't going to try to pound a circle into a square. That being said, we are excited to get your input when the time comes, and we want to have enough time to alpha and beta test so that our playerbase can help us shape the end product.
I'll post back soon with details on our website and forums so we can hear your guys' thoughts!