@androshalforc
what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction planet with green or red based on war/alliance.
now move the planets closer/further to the main viewed planet based on relationship. this would allow you to see maybe the alterrain's have declared war on you but they generally dont think you're such a bad guy and by talking to them you might be able to get a peace treaty very cheaply. or that the snathi who you are allied with have been drifting away from you and might start thinking of breaking that alliance.
a further step might be to allow all planets to move based on their relations with each other but i think thats a little complex for this ui.
I had hoped to have, at least, all the tools available in GalCiv2...
...the Planet/Ship list window, with 19 selection criteria for the planets, and 27 selection criteria for the ships, with a reverse order possibility for the display of the lists, and with 4 filter types, and even with a search function (though, the search function is broken, and do not work; but the idea is there)... ...really useful...
...the Foreign Policy window, with full info about the other civilizations...
...the Civilization Manager window, with full info about your civilization...
...and with direct access to the info, without tooltips to check everywhere, I find it so cumbersome to use...
...etc. ...
...all of this with a better implementation, and in the standard version of the game.
I think it will not happen, unfortunately.
In the current state of the game, and the launch of the game is scheduled next month, all the tools are far less effective than in GalCiv2.
i found this issue with a custom race the problem i discovered is that you only get the free techs if you select them from the useless tech screen rather then the full tech tree screen.
I checked, and actually, you are right; they get the techs if there are selected in the "home" tech screen (5-6 techs depending the ones the player choose).
I always go directly to the full tech tree screen, as I make long term plans for research; I need to look at "what comes next", and not only the short term benefit.
It seems a bit broken the way it's implemented currently, the player need to be advised about the free techs.
what is the following?
The other improvements/projects that come after in the list, the rest of the list is not reachable, the list is blocked.
i disagree im not sure if we have talked about this or if its been with other people but
each tile has a usable land mass, the planetary soil upgrade allows you to terraform 1 tile of at least XX quality, if you dont have any free tiles of at least that quality on your planet then im sorry but your out of luck. I would rather lose out on the occasional tile upgrade then have them reduce all planets by 4 leaving and have 4 tiles reserved so that they could guarantee that you could always use each level of terraforming at least once
It was in this post:
https://forums.galciv3.com/462394/get;352981813) bugs the only issue i have here is the one about soil enhancement
currently (AFAIK) the game generates continents randomly and places them on the planet. each tile depending on how the continent is placed is given a useable land mass value
at colonization all tiles with 100% ULM are available.
soil enhancement allows 1 tile of =>90% ULM to be made usable (im not sure if its actually 90%)
and each additional terraforming tech lowers that requirement by 10% or so
this means that yes there will be some planets that a certain terraforming tech will not work on this is not a bug IMO an annoyance at time but it adds to the flavour of the game.
If the player researches a tech, and the player cannot do what the tech is supposed to do, then, I consider it as a bug, and not as an addition to the flavour of the game.
The game should work as intended, and if the system design is not optimal, then it must be adjusted.
There is no need to reduce the planets class (to reserve the tiles devoted to terraforming).
The random "land generator" should take into account all the possibilities for all the terraforming techs (in game and modding) before the land tiles are generated, so that there is always enough tiles to use all the terraforming improvements possible in the game.
The only real limit should be all the possible tiles on a planet (63 tiles).
All the techs and all the bonuses they give should be functional.
All the other techs work this way (except the % bonuses for ship move, ship range, and sensor range,

and all the other problems not discovered at this time, but that's another subject).
I also find that 1 tile per terraforming tech is not enough, the GalCiv2 terraforming techs (1-4 tiles per tech) are better for me.