Here is my bug/tweak list for GalCiv 2. I'm using 1.0X, the latest version.
Where is the "create rally point" icon? I couldn't find it anywhere. It should be prominently displayed on at least 4 screens: the colony shipbuilding screen, the main colony screen, the governor screen, and the main map. (I finally found it. It's in the lower-left corner of the main screen. It was well-hidden and not mentioned in the manual.) Also, the colony screen and colony shipbuilding screen should both indicate the rally point destination.
A starbase that needs more modules should be automatically listed as a potential rally point for a planet that is building constructors. This rally point should be automatically disbanded when the starbase is maxed out (based on the player's current tech level) and the player prompted to choose a new destination.
The "maximum modules" display on the starbase add module screen should reflect both the absolute maximum modules and the maximum based on the current tech level. Currently, it only displays the absolute maximum.
On the diplomacy screen, where you have the graph indicating which races are at trade/war/alliance, you should have the ability to show only trade relationships, only wars, etc., by clicking on the colored boxes to show/hide certain sets of lines. This ability was present in GalCiv 1, and somehow didn't make it into GalCiv 2. I have a hard time reading this graph, especially since I'm red/green partially color blind.
On the colony governor screen, one of the columns should list if the planet has a military/social/research focus, and the focus should be changeable from this screen. The colony governor screen should also list the rally point for each colony.
When trading with the AI, I could not get a single BC in exchange for trading a ship, even though the AI was begging me for ships to help it fight a war. Also, the "pay on installments" option appears to be gone on the diplomacy screen. (I.e., trade for 50 bc over 10 turns.) If the AI is desperate (i.e., losing a war), it should be willing to have defecit spending to buy ships. I couldn't even get a single influence point in exchange for a ship, which seems like an obvious bug to me. (I tried a new game without the +diplomacy racial ability and didn't have this problem.)
When you build a trade good or galactic achievement on a planet, it permanently uses up that tile. It's like a permanent -1 to planet quality penalty for building a trade good. The trade good should also grant abilities equivalent to the appropriate social project. For example, frictionless clothing should also act as an entertainment center on the planet for which it's built; diplomatic translotrs should also act as a +influence social project on that planet. It just seems aesthetically wrong to be penalizing a planet for building an achievement.
If you move the mouse cursor over your military/social/research production, a popup should display the breakdown of where all the points came from.
On "cakewalk" difficulty, some of the nastier random events should be disabled. For example, playing my first game on "cakewalk", I got the "Yor president assasinated -- you're at war now" random event. Don't do that to someone playing on the easiest difficulty.
For the technology screen, you should be able to "queue" several techs at a time. I should be able to save/load my path through the tech tree for use in future games. (The tech governor should, by default, nominate whichever tech I picked most often in previous games.)
On the turn summary social production screen, when you're given the option to "go to" a planet, the summary screen should then indicate that you've already visited that planet and updated its production.
You have a maximum of 10 ships that can orbit a planet at one time. When a planet's shipyard becomes full, a dialog should pop up warning the player, rather than having the planet silently change its production to "nothing".
The default ship designs that come with the game should be better. On my first game, I didn't realize that I needed to design my own ships to take advantage of improving tech. Don't require a player to design ships on their own in their first game; give reasonable (but not perfectly optimal) suggestions.
A ship orbiting a planet with a shipyard should be automatically upgraded when a new ship design becomes available, with the cost paid for out of military production rather than paying cash for the upgrade.
When an upgraded social improvement becomes available, warn the player rather than silently adding this to the build queue for each planet. When you get "soil enhancement", have the game say "we're automatically building soil enhancement on all planets that can use it" rather than silently doing it. The tiles that become usable only after "habitat improvement" should be visible from the beginning of the game, rather than only after gaining "soil enhancement".
In the colony screen, make it easier to insert projects inbetween two existing projects in the queue.
In GalCiv 1, anomalies would occasionally re-spawn on the map as the game progressed. I did not see this behavior occurring in GalCiv 2.
When the AI proposes a trade, it should occasionally propose trades that are more complicated than simple tech-for-tech trades.
On the trade screen, the player should be able to just list what they're offering to trade and ask the AI "What do you think is fair to give me in return?" The amount of BC to balance out a trade should be automatically displayed, rather than making the player manipulate sliders until they turn green.
This was a bug in GalCiv 1 and I think it made it into GalCiv 2. The trade bonus that economic starbases apply to mini-freighters should be calculated based on *ALL* trade starbases, and not just ones in the same sector as the mini-freighter. By requiring the trade starbase to be in the same sector as the mini-freighter, you artificially bias things in favor of horizontal or vertical trade routes. The correct way to do the calculation of starbase trade bonus is sum(1/ (squared distance to starbase)) as the extent to which each starbase affects the mini-freighter, with some kind of cap or decayed weight so you don't get ridiculous bonuses.
On the "starship rally points" screen, it should list the number of planets currently sending to that rally point.
On the rally point governor screen, when it says "going to a" should be changed to "going to b", the "going to a" column should only list rally points that currently have a ship or colony going there.
Where is the "rename rally point" option? Where is the "disband rally point" option? If you create your rally point under a starbase, you can't disband it.
In the "set rally point" planet screen, you can't scroll down if you have lots of rally points.
If a ship has 3 movement points and is 1 movement point away from its destination, hitting on "end turn" while green ends your turn, rather than letting you use the final 2 points of movement.
In the "metaverse login" screen, I'm not allowed to type '+', but that's in my user name. So I can't use the Metaverse.