1) Hardpoints; have a look at all of them, a bunch are inverted or off by a few degrees (mostly applies to hulls but some extra's too) Some extras have hardpoints that hang below them, completely unattached to the part itself.
2) The 'box' hulls have the hardpoints pointing forward. I would like to see this changed to all hardpoints pointing away (at a 90 degree angle from the face it is on) from the hull. The hardpoint inside the 'box' hulls can be kept pointing forward. I would like it even better if this was applied to all hulls and extras.
2) Hardpoints: When it comes to extras I would like to be able to determine by which hardpoint to drag the part. Would allow for better construction methods.
3) When starting a new game, I'd like to be able to set 'anomalies', 'number of asteroids' and 'number of extreme planets' to 'none'.
+1
4) A bigger map size or a significant decrease in ship ranges. The immense map size just doesn't feel immense anymore after a short while. If opting for a bigger map size I'd like to see 2x width and 2x height of the immense map. If opting to decrease ranges, then one quarter of what is now the going rate should suffice.
+1, but probably won't happen. Another map size is a large update.
5) The 'Battle of the Gods' scenario needs to be adjusted. It does not give you all tech from the start (in twilight of the arnor anyway).
+1
6) If you don't start with medium hulls, the survey module and some of the early propulsion technologies researched, how can you start with a miner, colony ship and survey vessel? You should receive one of each when the appropriate technologies have been researched under the vague reason of 'prototypes to test out before you go out and explore the galaxy.'
You can choose a scenario where you don't have any starting ships. Considering how long it's been like this, is it really a big deal NOW?
7) Would like to see colonizing only possible after researching a 'basic colonizing' technology (which would lead to planetary improvements and advanced colonizing). I find it unrealistic that you're able to colonize entire planets without having to do research first.
In theory, I can see where you're coming from, but TA already added more things you have to research before you research the things that you need. If you like, you can assume that there is certain research that every civ has already done. After all, the backstory for most of them seems to suggest that they have.
8) Make it more clear whether a bonus gained from trade goods, anomalies or events is planetary or galactic. Especially the moral bonusses from trade goods seem unclear on this.
Trade goods and anomalies are always racial, i.e. galactic. Events specify whether they're planetary or galactic. Galactic achievements are less obvious, but it's really not that confusing.
9) Why do events/mega events always happen on my initial planet? Why don't they ever happen on another colonized world? Like the riotting after the team loses a game, or the animals in the sewers, etc.
I've had them happen on my secondary as well-but I don't remember how long ago that was, or what version. It makes a certain degree of sense that something of that magnitude would happen on your homeworld, though.
10) The minimap; ownership; how come I can see where the other races are without having ever met them? Highly unrealistic.
I'll assume this has something to do with you detecting radio waves in/on/around their planets (perhaps you have superluminal detection capabilities). In any case, you have the option in game setup to turn blind exploration on, so you don't see ownership on the minimap until you meet them. Personally, I like having the option of playing both ways.
11) How can I be getting messages about races (race x build building y) when I've never met them? Please, don't inform me about races I haven't met before and if they've build trade goods or a galactic achievement, don't inform me either untill I've spied on them (put it in the report about them when I have a high enough level of espionage on them).
Would be nice.
12) When using a terrorstar to blow up a system should not the terror star also be destroyed or at the very least severely damaged? After all, the blast of the exploding star does annihilate all planets!
I suggested this probably a dozen times. It seems people feel the terror stars aren't powerful enough, and don't want another "nerf". But especially considering that it's quite frequently more efficient, timewise, to build a new TS than move one to the next target, I really don't believe it would make as big of a difference as they claim.
13) Spelling/grammar mistakes should be fixed as much as possible.
+1
14) Planetary Governers; haven't used these in a long time because they were bad at what they did so I could be completely off now since there have been a bunch of updates. I usually have a basic building pattern that I perform on every colonized planet I own;
1x factory
2x morale
2x financial
1x recruitment center
1x farm
1x fertility clinic
1x influence
1x counter spy
1x food distribution center
I usually play with the Terran techtree and have my race's abilities set to increase planet quality by 20% (magical) and don't use soil enhancement, habitat improvement and terraforming (I opt for the orbital terraformer). For this to work I only colonize planets that have a quality of 9 or above.
What I want to be able to do is tell the governer to first check for bonus tiles;
If there's a manufacturing bonus tile I want the factory built upon that.
If there are multiple manufacturing bonus tiles, the rest should be kept clear for future factories (which I will manually add)
If there's a morale bonus tile only one morale building has to be build (on that tile offcourse).
If there are multiple morale bonus tiles, only one should be used and the rest kept clear.
If there's a food bonus tile it should be ignored and under absolutely NO circumstances should the governer build a farm on it.
If there's an influence bonus tile, the influence building should be build upon it.
If there are multiple influence bonus tiles, one should be used and the rest should be kept clear.
Some of the buildings in my list are not neccessary and should there be so many bonus tiles that there isn't enough space for some buildings, then I should be able to tell the governer which buildings do not have to be built by it (I will build them on bonus tiles or terraformed tiles later on).
Lastly; if the planet has a research bonus tile or multiple, the governer should build research buildings upon them.