Quality of Life: Reduction of Micromanagement: adding tonnage to shipyards as well as adding slipways, should be easier. How about: Reducing it to One function where you type in the number of tonnage to add as well as the number of slipways. Time needed to build should be ‚easy enough‘ for the program to calculate.
Task Force commands: when a TF finishes it’s list, that causes a time progression break. Good feature. However, not all finishing does need that (e.g. transferring a fleet of mining ships to a new location. Nice to see, that they have arrived, but that does not need to break time progression). An option field in the task screen where you can select ‚don’t break time progression at end of list‘ would be nice. Default is off, and if you don’t want a break, you have to activate it. When list s done it is automatically set off again. So next time if needed it would break again by default.
We do have mass drivers for easier mineral harvesting. How about an additional research tech for a frozen fuel slingshot? Fuel harvested at a gas giant could be ‚frozen‘ and then slingshotted to a target planet as well. Would make fuel harvesting as easy as mineral harvesting...
VB6 does not calculate the additional tonnage of a tugged ship into the time calculus of the TUG travel time. Will we get that in C#? Also, what will happen when we Tug a Tug a Tug... I guess the VB6 bug is no longer useable, right?
For long term planning of mineral harvesting it would be nice to have more statistics which could show ‚mineral usage of production over past x month‘. It is nice to see, that I have 540.000t of storage as well as seeing, that I gain 5.600t a year. But if that 5.600t is the tip of a +205.600t Mining and a 200.000t useage per year, I would want to have a bigger buffer rather than ‚only‘ 540.000t.
What is not possible as of yet, would be something in the line of ‚total war like in the last world war‘, where production efforts were more and more switched to military use. I am thinking of a system like in HOI4, where when transferred to Aurora, 75% work in service industries, that number could be changed. Switching them from service to manufacturing to go ‚mass production‘ for a total war, but loosing morale and general happiness of your population.
Such a system would need some thinking to make it balanced (so maybe for a later version of Aurora). What do you think? Worth implementing?