For v1.1 beta 2:
Make the rally point window 'T' bigger; it only has 5 lines now. In this window, also display # colonies and # ships already going to that rally point.
With "advanced" espionage, I should always get a popup notification when two AIs go to war.
The game says "with advanced espionage, no futher spending is needed". Then why do you allow the player to spend more on espionage after receiving "advanced" level? Turn off that spending in that case. (I thought you needed to keep some espionage spending if you wanted to be able to steal tech?)
You added a feature to display AI techs on one of the espionage screens. There should be an option on this screen to list only techs that the AI has but the player does not.
With "advanced" espionage, I should be able to view the AI planets in the governor screen. (I.e., same info as in colony governor screen, but with the AI planets.) In other words, make a summary screen like the colony governor screen available, but listing AI planets for a given race only.
For minor races, it frequently says "more espionage needed", but it is impossible to spend espionage on a minor race.
When I trade for a resource starbase, I should be able to find out what type of resource it is on the trade screen. This matters if I am trading for a resource starbase still in the fog of war.
Allow more characters in rally point names and ship names.
On the colony governor screen, display the rally point on this screen (or add a new screen where this is displayed). All the icons visible by the planet on the main map should also be on the governor screen (hammer, skull, etc.). On the colony governor screen, let the player click on a planet to center the main map on that planet.
With several ship set to "auto explore", they should not all go to the same square.
The '[' and ']' prev/next rally point feature does not work as described in the manual.
The "3.5 weeks" comments that indicate when a ship arrives at a destination sometimes disappear, especially after loading the game. The comments should be displayed with a greater contrast, because they sometimes are the same color as a planet (when sending a colony ship to a planet) (giving them a black border should be sufficient). When multiple ships are scheduled to arrive at the same destination, only the closest destination should be displayed (with an indication of the # of others).
Sometimes, a ship set to "auto explore" suddenly stops auto-exploring even if there are still unexplored squares.
You should be able to sort the rally point window by name, in addition to sorting by the order they were created.
"Auto explore" should be more intelligent, going to closest unexplored square rather than always heading diagonally in the same direction. Several ships set to auto explore should not all explore the same area.
On the "ships" pane of F1, there should be an icon to indicate whether the ship is in orbit around a planet or heading towards a rally point.
For the blue and yellow "production complete" icons, the colors should be more descriptive. If a ship is launched to a rally point, it should be a different color than if the ship is staying in orbit. These icons do not work correctly for the first turn or two after loading a saved game. The yellow icons should have a different color depending on whether or not that planet has unused tiles.
There should be another governor screen where you can display "# used/unused tiles" and a displayed list of ships in orbit.
The PQ of a planet is not appropriately updated when you build soil enhancement/habitat improvement/terraforming. Habitat improvement should not cost less than soil enhancement to build. (It should be soil enhancement
When you build a trade good or achievement on a planet, a new tile should be automatically freed up for use. The current system penalizes you for building trade goods and achievement, because they permanently use up a tile on your good planets.
When a planet's shipyard fills up, the new ship should be auto-launched instead of silently changing the production to nothing.
The "starport under construction" message should appear on the colony governor screen just like it does on the colony screen.
The military production and rally point should be changable from the colony screen without forcing the user to go to a separate screen. The rally point should be visible on the main colony screen.
The AI should be smart enough to know if I'm giving ships to its enemies. (and the player should know when the AI does this)
In GalCiv 1, you could set/randomize the AI alignment tendency. You can't do this in GalCiv 2.
With "focus", you can get lots of social production even though you have only research centers. Focus should affect % of capacity use. "Focus" should not let you convert research points to social production points.
Display "focus" on the governor screen.
What happened to the 9% bonus for setting a planet as a "social" planet? This was mentioned somewhere, but I don't see it.