Great turn-around! I'd also like to suggest trade screen issues as a place needing some fixes. At one point one race was willing to offer me everything they owned for one low-level tech. It felt like some negative value getting treated as unsigned somewhere (this came after I removed a tech and money from an offer they were suggesting, fwiw).
Olvenskol
Trading can definitely go wonky. In one early game offer, I wanted to lower the credits they asked for. I ended up offering zero, taking away one of the items they offered and from then on I had a free pass: For Interstellar Diplomacy, I got all of their credits (over 12k when I had 2k), a starbase and three signficant technologies and I hadn't gotten the bar to budge from 100% in their favor. I think I could have asked for all their stuff entirely. </p
Also used to reassign citizens. I find I'm usually short of it (but I tend to favor research styles).
1. The upgrade to the first (human) Cultural building has the same bonus as the starting one (both 20% increased influence). Perhaps the starting one is supposed to be 10% like before? 2. (Maybe intentional): constructors are no longer needed to upgrade starbases. You just need to be able to cover the cost of the upgrade. 3. (Maybe intentional): several research costs for shrinking items are much more than their parallel choices (e.g. 12 turns vs. 5 turns). <p
3-D printing, what a cool idea! I'll never use it, but the concept is neat. I'll also chime-in, though, that basic improvements (e.g. missing UI conveniences) should be a higher priority that will help vastly more players. Still, neat idea there.
For me, the game is much too young to even look at mods yet. I'm enjoying the game occasionally, but won't take it very seriously for another 6 months or so. Too much is still in flux!
Started a new game with 1.01 as the Alterians. When I researched the first sensor improvement, the ship designs went through the usual automatic upgrades. When I went to build my next ship, my options were: prototype scout - m3 scout - m3 constructor - m3 constructor - m5 Yes, two types of constructor and no colonizer. However, the constructor - m3 was really the correct colonizer, the name was
Something like this would be great, though I would be perfectly happy with an option to turn off projects automatically when terraforming becomes available.