Beta ver 0.83.3.0
A quick feedback for the latest beta.
1) General.
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Thank you for the icons around planets in strategic view mode (zoomed out); they are a tad too small, and displayed over the planet currently, but I think you will fix that in a future patch. 
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Add the possibility, for the player, to set an "alert" when a civilization has researched a specific tech.
Ex:
If a civilization has researched this tech (ex: Planetary Invasion), then the player gets a notification.
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The short name displayed for the "Yor Singularity" is "YOR" (all caps) instead or "Yor".
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2) Crash.
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Another crash with total reboot of the PC. 
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3) Invasion Tactic.
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For the invasion tactics which remove tiles on the planet (reduces the class of the planet), which I will certainly never use because of this (I don't like to reduce planet quality), I should prefer a penalty related to the use of the tile for a specific duration for each tile.
Ex:
Possible penalty:
3 to 5 tiles damaged for a duration of 20 to 50 turns.
If there is an improvement on the tile, the improvement is destroyed.
Penalty after a succesfull invasion:
1 tile damaged for 25 turns.
1 tile damaged for 32 turns.
1 tile damaged for 27 turns.
1 tile damaged for 42 turns.
2 improvements destroyed.
The remaining number of turns for the penalties are displayed on the damaged tiles.
The player cannot build an improvement on a damaged tile.
Much more entertaining for me, rather than to definitively reduce the quality of a planet (and also great for modding).
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4) Ship Component.
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The augmentation components should only give positive bonus and no negative bonus, (ex: Shield Punch: -25% beam attack).
So, I build a ship with beam weapons (it cost a lot of turns and production (or credits)), and I add an "augmentation" who reduces the fire power of the ship?!?
What a waste!
And, the more the ship is large, the more there is loss!
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5) Minor Race.
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The minor races offer "Open Borders" treaties, but they don't have borders.
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6) U.P.
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Add an "Abstention" option (no votes) for the election of the chairman during the U.P. vote; and perhaps also for all the votes.
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7) Starbase.
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During a game, a minor race has built a starbase near a precursor relic and a resource. But, as the modules are built next turn, I do not know which module was built for their starbase (relic? or resource?).
So, I built a starbase near the precursor relic to harvest it (precursor relic module, to be built next turn).
Next turn, they built the precursor relic module (and harvest it), and I lost my module (built for nothing).
Why this design?
(Starbase modules built the next turn instead of "instant" building in the current turn, just like starbases.)
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8) Terraforming.
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I find that 1 tile per terraforming tech is not enough; the GalCiv2 terraforming techs (1-4 tiles per tech) are better for me, and allow a much more flexible planet development.
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9) Graphs.
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There is no "Military Power", no "Popularity", and no "Diplomacy" graphs; we need them. 
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10) Resource.
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In the latest beta, all the resources are displayed in white (strategic view, zoomed out).
I would suggest to take the opportunity to have an unique color when the resources are free (not harvested), and a different color (can be different for each resource, as before the change) when they are harvested.
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11) Trade.
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We need a visual gauge (just above the transactions list), to have a direct appreciation of the value of the proposals, in the trade screen.
<-----|--->
The scale is open and adapts accordingly to the values of the different items proposed for the trade (values converted in credits).
The center of the gauge is the perfect deal "0", no gain, no loss for the 2 players.
The current difference is displayed, ex: "+150" or "-125".
"+150": the player (to the left side) gains the value of 150 credits.
"-125": the player (to the left side) loses the value of 125 credits.
"0"
3000 V 3150
<-----------|------------->
+150
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We also need 2 color coded systems to know directly which techs the AI wants/don't wants, and to adjust the balance of values during a trade.
First color coded system for the techs the AI wants/don't wants.
On the left side (player's items), the civilization (AI) is interested by the items.
Green: great interest to trade for it.
Yellow: average interest to trade for it.
Orange: not too much interest to trade for it.
Red: not of interest, or for free.
On the right side (AI's items), the civilization (AI) proposes its items.
Green: easy to trade.
Yellow: rather easy to trade.
Orange: delicate, but possible to trade.
Red: practically impossible to trade, or at a very high cost.
At each proposal, the color code is updated (revalued).
This way, the player can have a good idea of the possibilities.
Second color coded system to adjust the balance of values for the items in the trade lists.
Green: sufficient value to make the deal.
Yellow: not enough value to make the deal, more items will be necessary (at least 2).
Orange: not enough value to make the deal, more items will be necessary (at least 3).
Red: not enough value to make the deal, more items will be necessary (more than 4).
At each proposal, the color code is updated (revalued).
Ex:
(Want): for the first color coded system (the techs the AI wants/don't wants).
(Balance): for the second color coded system to adjust the balance of values in the trade lists.
(The texts ((Want), (Balance)) are for explanation only, the colors should be displayed in some other way.)
Trade screen.
Left side. Right side.
(Want) Resource XXX (Balance) (Want) Resource XXX (Balance)
(Want) Tech XXX (Balance) (Want) Tech XXX (Balance)
etc. etc.
Trade lists.
Left side. Right side.
(Want) Tech XXX (Want) Tech XXX
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***** Added 04/20/2015. Start.*****
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Add a way to know the best offer for a specific tech, in the trade screen.
Say I want to buy (or sell) tech X, and I trade with Iconian for it in the trade screen.
An advanced info is displayed about this tech:
Price from this civilization (Iconian): 633 credits.
Relation state this civ has toward us: Cool.
etc.
Best prices:
Terran price for this tech: 415 credits.
Relation this civ has toward us: Furious.
etc.
Yor price for this tech: 542 credits.
Relation this civ has toward us: Trust.
etc.
Etc.
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***** Added 04/20/2015. End.*****
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12) Bugs.
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I suggest you stop coding new bugs in the game, we have enough of them currently. 
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Previous topics with still valid suggestions for the game:
https://forums.galciv3.com/462394
https://forums.galciv3.com/462885
https://forums.galciv3.com/463577
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