So, what's still on your personal to-do list on this patch?
-Fix the "killing a human player crashes the game" bug, but that's done and will be in the next version.
-Make it so that moving around the tech requirements for satellites doesn't cause you to get the "orbital spaceflight not yet achieved" message when you shouldn't. Also done and ready for the next version.
-Give the option to have support cost scale with unit cost. This is my current project, and I'm waiting for input in
this thread.
-Give the option to have enhanced information: Showing for each unit whether it's supported by minerals, showing how many more units (if any) a base can support for free, and showing how many more more drones/fewer talents a base can afford without drone riots.
-Give more flexibility regarding the resource values of various things:Landmarks, sea-improvement-boosting facilities, tree farm,
hybrid forest, Centauri preserve and temple of planet once the Voice of Planet is built (they'd increase resources from fungus), the extra value from those facilities if you own the Voice of Planet, and the amount given by the Manifold Harmonics at PLANET values +0, +1, +2, +3, and +4 or more.
-The ability to separately set retool strictness when switching from a completed secret project.
-The ability to set how a children's creche affects negative morale modifiers. (It could have no effect, halve them rounding down (the current effect), or halve them rounding up.)
-Fix the bug that causes native spore launchers to attack each other.
-Create a "spaceport" facility that fulfills the satellite benefits of the aerospace complex. Allow the aerospace complex to be changed to work as an "airfield" (i.e. same non-satellite benefits, no satellite benefits), or to work as-is but have the Cloudbase Academy only give airfields.
-The ability to have different difficulty levels for different players in a PBEM game. This would also include fixing the difficulty bug that I hear is why everyone plays PBEMs as scenarios.
-Allow AI aggressiveness (if not using intense rivalry) to be capped at a particular difficulty, so that you could, for example, play a game with Transcend mechanics without homicidal AI.