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@Stardock**********
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Starbase.*
Major and minor races build starbases near my planets to harvest resources, I am fine with this.
But with the current system for the limitation of starbase construction, based on a hexes distance between starbase, I cannot build economic starbases near my planets due to this limitation.
It would be more convenient to use a system based on the number of overlapping effect areas of starbases (the number of layers), anywhere on the map, so the other civilizations can build their mining starbases, and the player can build his economic starbases at the same time.
Your opinion about that?
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The starbases are built instantly, but the starbase modules are built next turn, it seems weird and it's confusing.
Why this design?
Post Scriptum: If you say it's related to multiplayer, I hate you all.

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Terraforming.*
The terraforming system seems a bit broken currently.
Sometimes, it's impossible to build terraforming improvements on a planet.
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.
Also, the first terraforming techs give +1 tile, +1 tile, +1 tile, and then +20 tiles; more evenly distributed bonuses, per example, +4 tiles, +4 tiles, +4 tiles, +12 tiles, will give more possibilities for the development of the planet.
Your thoughts on this?
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Approval.*
The approval system is not very clear to understand yet.
Per example, for population, it's clear and easy to understand.
10 foods are needed to have 10B population.
100 foods are needed to have 100B population.
So why not a similar system for approval?
10B population need 10 approval points to have 100% approval.
100B population need 100 approval points to have 100% approval.
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Tech.*
In the tech tree, percentage bonuses are used for Ship Move, Ship Range and Sensor Range systems.
However, these systems are all based on hexes.
"Move 1" = 1 hex displacement.
"Ship Range 20" = 20 hexes max range displacement.
"Sensor Range 4" = 4 hexes range visibility.
Per example, with 10% bonus to Ship Move:
10% for 1 move will be 1.1, rounded down to 1.
10% for 9 move will be 9.9, rounded down to 9.
So, this tech is useless before the ship has at least a speed of 10 moves.
Is this going to be fixed?
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User Interface.*
A lot of useful tools, present in GalCiv2, are missing in GalCiv3.
Per example:
the Civilization Manager window, with all info about your civilization, and comparison tools,
the Foreign Policy window, with all info about the other civilizations,
the Planet/Ship list window, with advanced selection criteria,
etc.
GalCiv3 seems incomplete without them.
Also, the user interface, currently, is not really tailored to play the game in an entertaining way.
Some essential info are hidden in tooltips, and the player must go to different windows to have the needed info, etc., etc., etc.
This is not a model of ergonomics, efficiency, readability and usability, as should be any user interface worthy of the name.
What are your plans to remedy this?
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What will you do for all the players who do not like the latest modifications on the unique specialization choice for technologies?
Modify the game (by modding) is not a solution, because they can not do it / do not want (and it will be difficult due to frequent changes to the game), and wait for a hypothetical mod is not very practical.
They just want to play the game the way they want without complication.