Larsenex, Thank you for the suggestion but while I agree a certain amount of micro management is expected, when playing a very large map and after taking the time/energy to produce multiple ships, or fleets of ships (excess of 20 or more) then we end up with the same cycle as what existed with the old starbase upgrade model. I very much appreciate the latest enhancement to the starbase management system and just think similar thought could be given to this instance. As a reminder, until I get to the point I can have a ship running solo, I have to manually match up a survey ship with escorts to keep them alive already.
Leiavoli, Interesting point. However, the game does not have such repetitive features elsewhere. By this I mean, once a tech is learned it is available to all your planets/ships. You don't have to learn it over to apply it to another world - as an example.
Erischild. Agreed, to a point. I understand the developers desire not to have the game play itself for you, but (admittedly my coding experience is limited and my schooling on the subject was 30+ years ago) as I recall, all they need to do is add a simple case statement to check to see if something is being researched after each anomaly is researched, if not, call the function to assign a new tech, then return to the code for executing the remainder of the survey ships actions. It would be a small amount of effort on their part to greatly enhance satisfaction to the player who invests all the time and effort to create such a fleet to exploit the resource the game generates and presents for game play. I don't see it as a "gift" given the effort it takes to develop such a fleet in gameplay, nor do I think this tactic is an abuse of the game. If they oppose allowing a player to think and come up with such a tactic - well, that would be a self imposed limitation on player satisfaction, IMHO.
Thanks for the replies, all! Keep them coming!