3. I made a new planetary super project called Fleet Command Centers that you get on Interstellar Construction. Once built, all your ships in orbit will work together as a fleet when any of your planets are attacked. This eliminates the old orbital fleet manager improvement. I found it just too cheesy that I was able to go to a civ's capital planet, knock out their defense one by one with my mega fleet and take it which can often cripple an AI player. It's too hard to defend against and too unrealistic so I changed it.
Cool! Just last night I thought "why does such a great game have a crap feature like this orbital fleet manager thing"? I mean, either you waste a precious tile on an improvement that you might not need even once in the entire game, or you risk a couple of enemy transporters slipping in and inviding your planet, while your powerful fleets are waiting just one tile away (or, of course, you let your ships be killed one by one). The first option is just plain stupid, the second is frustrating, so the whole concept kind of sucks. The Fleet Command center will be a great improvement there, I´m really looking forward to get my hands on it!
I´d still prefer, though, to either have all ships in an orbit defend it´s planet as a fleet by default (which is most realistic), or to enable the player to put fleets in orbits (which reduces micromanagement a bit). Another option I´d like would be to have a tech that enables fleet-planet-defense in itself, without any projekts to be build. If you ever integrate this, the Fleet Command Center could give another bonus - like, for example, give planet-defending-fleets a logistics bonus which normal fleets don´t have.