Bugs - (rated based on severity as: cosmetic - minor - major - severe - critical):
(except as noted, all bugs were with 1.0D1.008, sorry if they've been addressed already - but they weren't in the 1.0X patch notes, so...)
1. (severe) Upon loading a saved game, no production occurs in the empire in the first turn. Still present in 1.0X.
1a. (cosmetic) Date (e.g. 1 Jan 2255) does not advance the first turn after loading a saved game.
2. (major) Ship/fleet selection gets confused upon moving. This is very difficult to reproduce and has multiple aspects. First, there is the problem that moving a ship or fleet out of a stack leaves the 'focus box' at the bottom of the screen still displaying the contents of the stack. Secondly, there is a problem where after this fleet from the stack has been moved (seems to occur more commonly if the fleet still has MP left), the fleet remains selected even after you select another ship/fleet (if you're watching carefully, you'll see the 'highlight circle' around the first doesn't go out - and you'll have two spatially separated units selected at this point). At this point, moving (i.e. right clicking) on a location will cause both units to move toward that location.
Addendum: Ok, I have a reproducible on this problem (with 1.0X). It's verry flaky, but following these steps exactly should reproduce the problem:
A: Start a new game (I used the Terran Alliance, tiny galaxy, 1 one enemy, cakewalk difficulty).
B: Just click through the first screens, don't bother setting up planet production or research.
C: Destroy your starting flagship and colony ship.
D: From the main display select Earth, then hit the "Build Ship" button, select "Scout" and "Buy Now".
E: End the turn.
F: You'll get the message Scout 4 was completed, launch it by right clicking on the blue notification icon.
G: Repeat step D, hitting "Build Ship" and "Buy Now"
H: End turn
I: Launch Scout 5, again by right clicking the notification icon.
J: You'll have Scout 5 selected - add Scout 4 to the selection by clicking in the ship box and create a fleet.
K: Now select Earth again, "Build Ship", "Buy Now"
L: End turn
M: Scout 7 is complete, again launch by right clicking the notification icon.
N: Select Earth, "Build Ship", "Buy Now"
O: End turn
P: Launch Scout 8 by right clicking on the notification icon.
Q: The ship box at the bottom of the screen has your Fleet, Scout 7 and Scout 8 listed, with Scout 8 selected.
R: Select Scout 7, then the Fleet, then de-select Scout 8.
S: Form a new Fleet out of Scout 7 and the Fleet.
T: Move that Fleet one square.
U: Select Scout 8 by clicking on it. NOTE: In normal operation, this should de-select the Fleet you just moved, but...
V: V is for Voila! You should now have your Fleet AND Scout 8 selected. Right clicking on the map should send both ships to that location.
Apologies for the excessive detail on the reproducible, but this method worked 5 for 5 for me to recreate the problem.
3. (cosmetic) Population over 1000 billion freaks the display out (in lower right, says "0.001212072 T)
4. (major) Tech trading in diplomacy is non-additive. I.e., if I trade tech1+tech2 to someone for cash, I end up with less cash than if I traded tech1 first, then traded tech2 as a second transaction. This makes the 'best' way of trading pretty painful. (Don't say "Balance by annoyance".)
5. (cosmetic) Dreadlord ship named "Ship [4,4].[66,69]" in the Siege scenario of the campaign.
6. (minor) Eyes of the Universe Wonder doesn't update sensor ranges until the turn *after* it's built.
7. (minor) Eyes of the Universe Wonder - even after getting to the next turn, does not clear fog of war until ships/bases are individually clicked. Also, ships in a fleet will not clear the increased sensor range unless the fleet is disbanded.
8. (major) A ship (armed) on Auto-Explore orders ran into another empire's freighter, resulting in the "If your ship attacks the freighter, said empire will declare war on you etc... etc..." dialog popping up. No matter how many times I clicked "No" on the dialog, the box kept popping up. In the end, to clear the dialog box I had to click "Yes".
9. (minor) When setting ship production from the planet screen (i.e., by using the "Build Ship" button in top right of planet screen), production does not actually change until you hit the "Done" button, which exits the planet screen. Changing the production then hitting the "Back to Planet" button leaves production *unchanged* - this is annoying.
10. (major) When ships are combined into fleets, the remaining movement points sometimes get reset to full.
11. (minor) Campaign mission "Achilles' Heel" defaults to difficulty "Cakewalk"
12. (cosmetic) Discovery Sphere and Zero-G Sports Arena have the same graphic.
13. (minor) When starting a new game (after re-launching the application), the computer remembers all of your previous settings *except* for victory conditions.
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Feature requests and suggestions:
1. It would be helpful to have a place to enter some brief notes on a colony world. E.g. "Build research", "Needs defenses", etc...
2. Diplomacy slider for BC is asinine. (Sorry, but it is). Selecting the BC option should automatically set it to the maximum amount to balance the deal. Having to manually tweak the slider to the correct point is about as fun as going to the dentist. Having to do this multiple times per game (or turn!) is about as fun as root canal during a prostate exam. Ditto for the IP slider, except it's even worse due to the (usually) huge number of IP's most empires have once past the very early game.
3. It should be possible, in the governor's screens, to redirect ship contruction to various rally points based on the colonies' *production*, rather than just the colonies' current rally points.
4. To increase the information density in the tech tree, consider placing small icons above each technology to inform the user, at a glance, if new improvements would become available by researching that tech - e.g. ship icon for a new ship part, hammer icon for new planetary improvement, dollar icon for trade good, star icon for galactic wonder, etc... For extra credit, clicking on the icon should pop-up a window showing the item that could be produced.
5. The Colony table (under the Civilization Manager) should also have a column for colony rally point.
6. An idea about excess food production: why not have unconsumed food sold for BC? That way I wouldn't have to throw something through my monitor when a couple of 3x food specials pop-up on a PQ7 world...