Player Creation:
I like the GC3 custom faction screen. So much easier to create new races and understand the selections. In GC4 you have to pick most traits then once selected hover over them to figure out what they do. GC4 player creation seems to be missing a ton of options we had in GC3. We also need the ability to save races and then use them in games.
Galaxy Creation:
I feel this is pretty balance for me right now to the point I do not feel the need to modify it. The only thing I have a problem with is hostile entities setting on abundant. If I set abundant, I want a ton of hostile entities, not 3-5 nests/shipyards per sector. my only problem is difficulty level changes drastically effect map creation. Can we get this changed so that all difficulty levels spawn the same type of map with startup settings? Currently any difficulty other than normal you can get every AI race to start in the same starting sector as the player.
Game Start up and Pacing:
I feel like every turn at the start is key to getting my build order up and get all the wonders I want before the AI does. I love this part of the game. I also feel the new core world vs colony system is a drastic improvement on my time management per turn in GC4. I do feel the need to only play with spore trait because that is the only way to convert dead worlds to something useful. I really think there should be a med/late game technology for all races to use to convert dead worlds.
Economy:
This is where I have a problem and I have had it since GC3. Credit generation in GC3/4 is basically printing credits and ignoring all economic building improvements. Normally you just hunt anomalies until your economy is up and running. But in GC4 with the 3 turns per anomaly and removal of a lot of the credit rewards this is not an option anymore. Now you have to do the shipyard missions. So now I am wasting time making credits via a shipyard vs expanding my empire. Also this is how I fuel my med to late game with hunter missions earn thousands of credits and just buy most improvements. This is what I mean by print credits. I can beat this game every time and never once build any wealth improvements. I miss how I had to balance my economy or go broke in GC2, because there was no print credit option.
Ship Building:
I almost quit the game for good when I saw the new module system over the old mass system. Luckily devs took my feedback and made some improvements. Then when Brad started to play and was unable to build ships his way this improved even more. I miss working my entire empire to maximize mass on ships and reduce mass size on modules. I was able to build a wide selection of specialized ships. Now I basically use default AI ships cause what I can make now is not even worth the time to design a ship. I do see the light at the end of the tunnel with improvements to number of modules per ship now, tech to increase that, and the vault idea for level upgrades.
The one major problem I have now is carriers. I do like them I just find them to OP because there is not a real way to counter them in GC4. The problem is all fighters use the best technology you currently have when they spawn in battle. Also they receive all the fleet wide boosts. This makes them OP and the only way to counter them is with more carriers than the enemy has. Now the only ships worth making are carriers. What we need is a counter system. With Sins you have light ships with flak. You also have 2 types of carrier ships, fighters (attack other fighters and bombers), and bombers (only attack ships). This is a great way to counter light attack carrier ships.
Fleet boosts need adjusted to not stack. There should only be one fleet boost for each type and the highest value is used and all others ignored. I should not be able to put 5 of each fleet defense on every ship in the fleet and they all stack.
Anomalies:
We need a drastic amount of variety in these events. There are just so few in the game atm and they repeat all the time. Also I just miss the space junk being you found some flavor text to sell and value was 20-100 credits. The 3 turns per anomaly is crazy. Can we adjust turn time based on anomaly type? Like artifacts take 3 turns, capsules 2 turns, and space junk 1 turn. If not can we get some tech or module that reduces this for later in the game? I still feel the med to late game needs more ways to spawn more anomalies. I like how other games have different levels of anomalies which spawn at creation but are not visible to the player until they tech up and can see them.
Ship XP gain:
Current xp gain is soooooo slow even at low levels. Can we increase the amount per kill on hostile ships. I mean last patch where we got 70 levels per kill was insane, but now it's like kill 1 ship for 1 xp. This is why I want a mass number of hostiles when I select abundant, so I have something to XP on. I also feel these hostiles need more of an xp value. They also should grow in strength the longer they are in the game. The shipyard or nest should get boosted every 10-20 turns to then produce a stronger spawn. So if you come across one med to late game it will be a challenge. Would I love to find a remote sector on like turn 500 with a nest that has powered up for 500 turns...Now that is a monster.
Ideology / Culture Points:
To max out all trees you need 89 points and I think there are only like dozen points I can think of via quest to obtain in a game. We need more ways to generate culture points. I think your test on the eyes of the universe is a good step now add them to more wonders. (Currently this does not work)
Ideology quests/missions via planet events and anomalies need more balance. You can quickly max some and never get points in others. More events for the rarer trees need added to the events and anomalies.
Technology:
I do not mind the card system. What I hate is not seeing the tree so I know how to get to a technology. This was fixed in v.77a with the tech tree planner.
AI
I know it is alpha and you may be waiting for all the features to be in the game before coding up the AI, but they are soooo bad at ship building, fleeting up, and planet development. I hate to take core worlds from them. I wish there was an option to clear all tiles so I can start over.
Common Pet Pevs:
Miner ships need a button to mine the nearest asteroid.
Trader ships need a button to go to the nearest core world of any AI planet you do not have a trade route.
Constructors need to have a more visible range ring.
Need technologies to add these missing modules to ship upgrade parts: (Missile, Gun, Beam +range), (Missile, Gun, Beam +rate of fire), (Missile, Gun, Beam + damage) I should not have to rely on events to find these.
I should be able to build a move capital here improvement to move my capital to any tile on the planet.
AI asking me to go to war with another AI over and over and over and over.
AI asking me to trade 5-10 techs/items for a few credits or 1 tech, then making them upset when I turn them down.
Need the ability to repeat shipyard missions.
Need a flag pen drop system so I can mark areas on map I want to go back later. Mainly used to mark nests/pirates.
Want a hunt option for fleets to auto fly around killing hostiles (monsters/pirates).