Issue No. 1: The planetary governor. I believe I have made my thoughts on this issue clear, so no need to go into it again. Just that it is at the top of my personal list.
But there is need to go into it again.
I haven't been watching your every post, but it seems like a dedicated thread for envisioned improvements (the more specific the better) to the planetary governor would have the best chance of changing things.
If you intend to make that this thread, more power to you.
Issue No. 2: Planet Count. It needs more.
Agreed. Immense needs to have more than Gigantic...I'd like to say it needs more resources, too, as I haven't noticed much if any difference there either, but I'm not entirely sold on that.
Issue 3: The Arceans. They're worse than useless.
Indeed. As I've stated previously in at least two threads, the Arcean tech tree actually works much, much better with a speed bonus rather than a speed malus. And as long as the Arceans have been around, if they can't do engines, I'm willing to bet they'd have ways to make up for it-which their passives are insufficient for due to engine stacking.
Issue 4: Starbase coverage area. It needs to be expanded so we can build 24-unit MSAs.
It doesn't, and you can. I can't seem to find the various posts...we'll see if someone beats me to posting a screenshot. Basically, you need 6 sectors, like the upper 2/3 of a tic-tac-toe game.
In the sectors on the outside, you place 4 starbases at the corners of where they touch the sectors on the inside, whereas you can only place half that in the sectors on the inside.
Issue 5: The reeducation center should be made available in all tech trees.
Not sold on this one, either, but you make a decent point.
Issue 6: fix secret police center
Would be awesome And is therefore never going to happen. But if/when it does, I'd ask that it be done in such a way that we can mod straight approval bonuses in, rather than morale, and rather than hardcoding it.
Issue 7: several of the colonization techs are worthless ot the AI, forget which...I think Barren world and radioactive world....yet the AI chrages out the wazoo for them and they value the other three just fine. There is coding big in there.
The AI should be considering the techs to be valuable as long as there are uncolonizable worlds of that type still available.
Issue 9: when building a custom ship type give us a dozen icons to choose from to represent the ship. On the galaxy view it is not possible to tell my 2/2 fighter with speed 3 from my 456/150 fighter with speed 15. There should be more icons to represent ships so that they are visibly indentifiable by type in the galaxy view without having to click on them.
I like it, but I'm not sure that's feasibly addressable in GC2.