1) Strategic Map.
Bugs.
Shroud: unexplored area (opaque dark grey color).
Fog of war: explored area, not visible outside scanner range (translucent light grey colored hexagons).
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Black Holes can be seen through the Shroud (colored dots).
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The connecting lines between opponent Planets and Shipyards can be seen through the Fog of War.
So the player know if an opponent Planet has a Shipyard and his location.
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The player can see the locations of enemies fleets combats through the Shroud and the Fog of War (explosion animation sprites).
As a programming point of view, why "use/display" them? (when they are masked to the player).
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Suggestions.
When a player Colony Ship was heading towards a free planet, and the planet is colonized by another Colony Ship (allied or enemy), the player Colony Ship should stop and ask new instructions to the player.
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When a Constructor is "incorporated" in a Starbase (without building a module), the Constructor becomes "prisoner" of that Starbase. The player should be able to send the unused Constructors to another Starbase (or another location on the map).
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During its movement, when a Ship/Fleet finds a not already discovered enemy Ship (in its sensor range), the Ship/Fleet should stop and ask new instructions to the player.
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2) Choose Civilizations screen.
Productive (+2) --> Total Manufacturing + 25%
Show directly what bonus a Trait give, it's a pain to have to display the tooltip for each trait.
Sometimes less is more. Less tooltips more clarity.
Tooltips everywhere, only for the fact to use them is a real pain.
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3) Planet screen.
Available Projects list.
In the tooltips, remove the "+" for the Improvements Manufacturing Cost (ex: "Basic Factory, Manufacturing Cost +26" --> "Basic Factory, Manufacturing Cost 26").
Also move the tooltip location outside the Available Projects list area, it hides the others improvements in the list, annoying.
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There is no way to know if an improvement is an "One Per Planet", "Super Project" (one per Civ), "Galactic Achievement" (one per game) improvement type, bring back some GalCiv 2 icons for that.
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Display directly the Planet Traits bonuses (Ex: Wobble, +50% Wealth, +25% Total Research), it's a pain to have to display the tooltip for each planet. Sometimes less is more. Less tooltips more clarity.
Also, display directly the bonuses from Colonisation Events, it's impossible to remember them for all planets (and a real pain to check the tooltips for Manufacturing/Research/Wealth/etc. for each planet). Sometimes less is more. Less tooltips more clarity.
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Bugs.
It's possible to begin to build the Galactic Showcase on two planets at the same time (it's certainly a "Galactic Achievement" (one per game) improvement type), don't know if one of them will vanishes once one is completely built, but it's just wasting manufacturing points.
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When i adjusts the Planet Production Wheel in the Govern Planet window, the numbers of turns for the Manufacturing Queue List are not updated.
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It was impossible to build Soil Enhancement and Terraforming Plant improvements on a planet (but possible for Habitat Improvement and Resequencing Station); and not possible for the Ultra Terraformer on some planets but possible on others.
Should never happens. It should always have enough tiles to build all the terraforming improvements on each planet.
Also, bring back the colored tiles from Galciv 2 to show on which tiles each improvement can be build depending on the tile quality (all at the same time and before selecting an improvement in the list).
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Suggestions.
"Super Project" (one per Civ), "Galactic Achievement" (one per game) improvements should also give some influence bonuses to the planet on which they are built.
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Food Distribution, Xeno Irrigation and Biomass Resequencer should also give "flat" Food bonus, at least egal to the top farming improvement (Lossless Farm, Food +12), so it's always better to build them rather than another farm.
Food Distribution --> Food +12 and Food +10%
Xeno Irrigation --> Food +12 and Food +25%
Biomass Resequencer --> Food +12 and Food +50%
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4) Govern Planet window.
The approval system is a micromanagement hassle, the player needs to adjust the Planet Production Wheel every turn for each colony to keep approval to 100%. Tiring and boring.
Also, it does not seem to be a clear rule. In GalCiv 2, if a planet has 68% approval and you want it has 76% approval you only have to reduce your taxes rate by 8% (76 - 68 = 8), very intuitive and understandable.
An additional system with a slider to be set by the player and auto adjust to the desired value would be nice, but it will only be a "patch" to the problem.
Example: The player sets the desired approval value to 100% and it's auto adjusted by augmenting the Wealth percentage value on the Planet Production Wheel.
Or simply make a better approval system.
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Also, the Planet Production Wheel is a real pain to use, 1 pixel difference for the cursor position can make a huge difference for the percentages repartition, this should be addressed rapidly.
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In the Gouvern Planet window, there is no info about how many money the planet wins/loses when the player sets the Planet Production Wheel values.
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5) Tech Tree.
Make the Technology Age system a game option, or better, remove it completely.
Force the player to research a tech he don't need (at this time) to be able to pursue his research strategy, because it must first have enough points to change age, is not fun, it's only frustration, for me it breaks the game flow.
The player already takes a risk neglecting some others research to follow its strategy.
Let the freedom for research.
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Make a way to see all Tech Trees at the same time (Colonization, Engineering, Warfare, Governance), and add the possibility to zoom in/out (just like in GalCiv 2).
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Make a way to always expand all the "3 in 1 rounded boxes" (ex: specialization techs).
First, once opened, the player need to click on another tech to close it, annoying.
Second, you need to click on all of them to know if they are already researched in a group, it's a real pain.
Third, the player cannot open them all at the same time, less lisibility.
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The player should be able to see all the techs avalaible (all techs in all trees) at the same time to make decision (just like in GalCiv 2).
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Replace all the green "+" icons by specific icons (ex: Shield Specialization "+" Shield Cost -10%, Point Defense Specialization "+" Point Defense Cost -10%, Armor Specialization "+" Armor Cost -10%).
It's really tedious to move the mouse cursor over each "+" to know the bonuses; the way it is made in GalCiv 2 is much better, the player have just to look at the different icons to know the type of bonuses he can get and they are all visible at the same time.
Even better he can also directly see the improvements, ship parts, etc., really much better.
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When the Tech Tree is opened (Research Technologies screen) from the Technology Window (click on the "Tech Tree" button) there is no way to go back to the Technology Window, annoying.
The "More" and "Less" buttons in GalCiv 2 is a much better solution, more efficient.
Add the "Research Per Turn" info in the Technology Window (it's only displayed in the Research Technologies screen).
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When the player goes to the Tech screens, it would be nice the program remembers the last screen displayed instead to reset to the default screen (ex: If the last screen the player went was the Warfare Tech Tree, next time the player goes to the Technology screen, the Warfare Tech Tree is directly displayed).
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Bugs.
Advancement in research ages is not displayed in the Tech Tree screen (progress bar).
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The Tech Trees are defective, some "3 in 1 rounded boxes" are square, some normal Techs are rounded boxes, some Techs seems already researched but are not, etc.
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6) Diplomacy screen.
Suggestions.
I know it's always "At War" for the beta, so for later, add icons (or whatever (smileys), please no tooltips) to indicate whether the trend is upward/downward for relations.
<> current cursor
<> > for rising relations
< <> for declining relations
< <> > for stable relations
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7) Ideology Pyramid.
The change to the Ideology Pyramid is great.
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Suggestions.
Make thousands of Traits (perhaps the same names but with different bonuses), make the bonuses random for each game, and different Pyramids for each players. Lot of fun.
Not enough inspiration for new Traits?
Make threads on the GalCiv 3/Steam forums: "What would you like to see incorporated in the Ideology trees?"
Sort proposals for what is possible/desirable, and everybody win.
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Do not force the player to mandatory choose a Trait when he has enough points, lets him accumulate the points and make the choice when he want. Allows more strategies.
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There is no way to check others screens for info/decision when the player has to choose a Trait, should be possible to check things before making a choice.
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Tweaks.
Reasonable Trait.
"No one will declare war on us until at least turn 100." Useless if the current turn is 99.
Should be changed to: "No one will declare war on us during 100 turns." Always useful.
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8 ) Suggestions General.
Ideology Pyramid, Frenzy Trait.
"Every planet we conquer provides our people a permanent 1% boost to morale."
Instead of been a bonus Trait, this should be incorporated into the global game system.
+1% to Civ Morale for every enemy planet captured.
+5% to Civ Morale when it's the enemy Civ Capital.
-1% to Civ Morale when a planet is captured by an enemy.
-5% to Civ Morale when it's the Civ Capital.
This can even be diffent depending the Civ.
Additionnal:
+1% to Civ Morale for each "Super Project" (one per Civ) and "Galactic Achievement" (one per game) improvements build.
-1% to Civ Morale for each "Super Project" and "Galactic Achievement" (one per game) captured by an enemy.
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Move, Ship Range and Sensor Range systems.
Move, Ship Range and Sensor Range systems are all based on hexagons.
"Move 1" = 1 hexagon displacement.
"Ship Range 20" = 20 hexagons max range displacement.
"Sensor Range 4" = 4 hexagons range visibility.
So why use percentage for the bonuses?
(ex: Moves +10%, Ship Range +10%, Sensor Range +10%, etc.).
This way, with percentage, these systems will always be flawed and wobbly.
The player researches specialization techs for nothing, 10% for 1 move will be 1.1 rounded down to 1, etc.
All the bonuses (techs, traits, improvements, etc.) for Move, Ship Range and Sensor Range should be flat number bonuses.
(ex: Move +1, +2, +3, etc., Ship Range +2, +4, +6, etc., Sensor Range +1, +2, +3, etc.).
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Ship Component Mass system.
This system also use percentage.
(ex: Mass -20%).
If a percentage system is used, this will greatly reduce the possibility for miniaturization (base game, and modding).
There again, with percentage, this system will never be optimal.
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Display an info window when a planet has reached his population cap.
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Display an info window when there is a free tile on a planet after a terraforming (if the planet has only an infinite project in progress in the manufacturing queue).
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The "Find" and "Turn" buttons system in GalCiv 2 is much better than the constraining "Turn" button system currently in use in GalCiv 3.
For me, it's better to go back to the GalCiv 2 system.
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Add the possibility to automatically set a Command order to a ship when it's built (ex: in the ship designer) --> Guard (by default).
So there is no need to set a Command order (Sentry, Guard, Explore, etc.) for each new ship build, really tiring and boring.
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I know it's only beta, but as a future reminder.
The Drengin troop invaded the planet Earth (pop: 61.1) with a Transport (troop: 2.5). After the combat, the planet Earth has a pop of 22.1.
This means the ratio for attack against defense is 1 for 15.6, this is completely overkill.
The ratio should only be 1 for 2 to 1 for 5 max (the base ratio, without the soldiering bonus, the invasion bonus, etc.), not more, else it would be very easy to grab all planets with few transports.
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Tooltips.
Tooltips are great to provide additional information (ex: production details etc.), also one can display only one at a time. So it's better to directly display information.
Sometimes less is more. Less tooltips more clarity. I think you should know it by now. 
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Greetings.