i knew i'd have a couple more things before i got backing into actually playing.
tourism: i think it's really cool that tourism brings you income, and i totally like not having to micromanage it. i think you could enhance it as a dimension of gameplay. some of what i'm thinking of could also require changes to the way starports work, so i'll start there. starports are all ready obviously very useful, however i've noticed after many conquests i tend to use them less frequently than the AI. the starport isn't where you build your ship, it's where you launch it. in fact. in my mind, it's a structure you'd need to launch or land any ship, including trade vessels. so to start, i don't think you should be able to trade with a planet that doesn't have a starport (or the starport should provide a bonus), and until a planet has a starport i think it shouldn't extend your ships' range.
if you wanted to opt for a bonus, you could also introduce upgrades to the starport that: enable you to build large and huge hull sizes, and turns the hyperion shipyard into a regular upgrade. okay another pet peev, and it might even be unfounded. when i first started playing, you couldn't group ships with different movement values. so i just standardized my ship speeds and haven't checked to see in a while if it's changed. but maybe the hyperion shipyard could be the ultimate starport. or another option, that shipyards should be a separate series of three structures needed to build each capital ship, structures tied to the gateway technologies in the hull size branch of the tech tree. this idea seems most logical and believable to me on that blased level of fictionality. after all, some advanced warp field technology is needed to create capital ships of a military nature, the infrastructural facilities for which have no place in an all-purpose starport (which i suggest you think of as a bay - military shipyards can often be farther inland).
anyway, getting back to tourism, it's something else that should be boosted on each planet by a starport. small vessels should be able to take off and land on a dirt runway or open field, but true commercial liners would need a starport in my mind. tourism for a planet (if it's even on a per planet basis as it is) is based on its cultural IP, which is tied to population. population also affects tax income. lowering taxes should boose tourism, since your population will have more spending money.
i like that i don't have to micromanage my tourism at all, but i'd still like to be able to distrupt it in an enemy by shooting down commericial liners. i don't believe that everyone is doing their tourism on trade lines. so if occassionally private liners left planets and went to other planets, that'd be cool. something extra to shoot down
i think as a matter of strategic depth, you should incorporate the annum into the budget. here's what i mean. in an autocratic government, you can do what you want, when you want. but in any kind of democratic government, you can't. making changes to your spending and tax rate (but not industrial output) should be designated to take place after each election. if you make changes to taxes at another time during the year, it might affect morale differently, say, a 50% detriment to your morale until the next election (of course it'll piss people off if you raise them, but lowering them mid-year would also seem like a cheap and superficial gesture to raise morale, and so only go half-way what it's normally worth until next year).
and my last thing is regarding the art and jewelry expansion that was dicussed. if it's still in the works or even hypothetical, i'd like to add something else: additional planet and star art.
more variety with zero PQ planets would be fun.
solar flares and sunspots would be nice.
more detailed nebulae (think hubble space telescope) would be cool too.
i like that you can customize your engine color, but it's kind of sad that the texture is so simple. i'd love some enhancement (and even some comps that use an inverse color).
if you added the option to set one or both of your hull colors to 'reflective', or a reflectivity slider even, you'd give me problems with my body i haven't had since early puberty.
oh, since we're talking about star art, i don't know about others, but it bugs me that in standard sandbox games, the only stars with habitable planets are yellow except for the occasional purple. i enjoy variety, and i'd like my people to as well. if you might like some tips... off the top of my head i don't know a whole lot about what it means when stars are differnt colors in terms of how they'll affect the planets that orbit them. but i do know about how light affects plants (i'll let you speculate on why), which after micro-organisims have the largest impact on our climate.
-i don't remember exactly why, but green light is least helpful to a planet's growth, which makes sense since they reflect it rather than obsorbing it. green stars should be least likley to have habitable planets at all, and if so only very barren rock planets.
-red light is of marginal use to plants. higher amounts of red light cause most plants to release a hormone that promotes growth of the stalk rather than leaves (get the leaves you do have higher into the air to maximize the amount of light they get). red and orange stars should lend to lower PQ planets.
blue light is most beneficial to plants, i'm guessing because it is higher in energy. it causes them to release a hormone that promotes leaf and flower growth. i'm guessing purple light does even better. purple stars are the "gold", so maybe blue stars could be programmed to have planets PQ 21-25 or so.
-yellow light occurs between red and green. white light is perceived when the light is evenly distributed across the visible spectrum, which means white stars produce more blue light: so while yellow stars can have planets up to PQ15, white stars might go all the way up to 20.
but it's not exactly a life or death issue.
lastly, SETP OPTIONS. i can't believe i forgot this until now. i'm (finally) getting tired of writing though. i'll have to make another post later. i'm gonna play now (imagine that!)