Fixed -- You should now be able to see the images with little trouble.
This post is for the TA beta testers and the devs working on the TA expansion.
As most of you are probally aware, its possible to get other civ's race specific (or shared) techs. The end result is you often end up with a clutter of different structures in your tabs that you want nothing to do with.
Am I right? If you think so, then read the following:
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What I have in mind is to provide the players with the means to create their own custom tabs. Here is how its going to work.
This is how things should look when done.


1. The player gives a new tab its name. The player also selects how long the tab is going to last (maybe omit in the development process).
2. The player then edits the slots where the best structures shows up (This is something that the player decides).
3. Once done, the player can set this tab to his active tabs, and can use it.
4. In the event that the player decides that a given tab is no longer useful, they should be able to tell a planet to reassign all tiles using one tab to another (possibly triggering an auto-upgrade).
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Here is a closer look.



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This is what I expect to be able to do with it.
1. Trade goods tab.
-This tab will hold all trade goods. If I find a planet that I feel is a good place to build a trade good, I use this tab.
2. New planet colonization.
-This tab will hold cheap structures that help in quickly making a planet usable. Cheap factories, market centers, farms, entertainment centers, starport. No galactic achievements here. One other important detail I want to make some emphasis on. THESE STRUCTURES WILL NOT AUTO-UPGRADE! Atleast not until I tell them otherwise (need some method to tell planet to replace assign all tiles using this tab to another).
3. General operations tab.
I have a general build that I use for most planets. It often involves "Manufacturing Centers", because I find the long build times of, and sudden jump in upkeep costs of "Industrial Sectors" to be annoying. Unfortunately, "Manufacturing Centers" upgrade to "Industrial Sectors" because "Industrial Sectors" are by defualt considered 'better'. To avoid this problem, I could skip researching the tech in question, but then I loose out on the starbase modules that goes with it, plus I can't always avoid stealing the tech from other civs. So with this tab, "Manufacturing Centers" become the better structure where "Industrial Sectors" upgrades to this structure. This saves me the trouble of not having certain starbase modules, and it gives me the option of using "Industrial Sectors" on a select few industrial worlds.
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Any questions? Any comments? Anything you guys want to say?