Here's some feedback, I apologize for being kind of telegraphic but I don't have much time to spend on creating elaborate texts
Shipdesign screen
Federation, wrong dilithium cost
OP/SB 1 dilithium instead of zero
Klingons, inconsistency in names
Ship Designs - K-C9V
Hull Types - C8V
Cardassians, naming of hulls
Hull Types - OP Hull -> Outpost Hull
there are other cases too, in other civs
Gorn, wrong order of hulls
Hull Types - ... SB > Freighter > Outpost -> ... Freighter > Outpost > Starbase (full name too)
Starmap
- Homesystems:
Qo'nos -> Qo'noS
Bandi -> Deneb
Bynar -> Bynaus
Caldos -> Caldonia
Edo -> Rubicun
Tangua -> Tanuga
- Races:
Dominion -> Founders ? (Sol reads Humans, not Federation)
Antedians -> Antedeans
Gorns -> Gorn
Lissepains -> Lissepians
Tanguans -> Tanugans
F3/F5 screens
minors in alphabetical order
plural races names (Klingon -> Klingons, etc)
Antedian -> Antedean(s)
Bynarian -> Bynar(s)
Tanguan -> Tanugan(s)
It seems the game now takes a lot longer to start (1+ min), really long. Or is it just my old laptop?
The Summary button could be disabled when there are no new messages (some events do not notify you directly on turn start but are in the summary).
There should be a key that would display available hotkeys in the ship design screen and the combat engine. And there should be tooltips.
In the ship design screen, pressing DEL should prompt the player for confirmation (see hotkeys above).
There should be a way to leave the ship design screen without saving the design. The workaround is kind of annoying - pressing ESC and then F1 or F2 to get back to the game.
The Buy button should be disabled if the Shipyard is not active and the current item being built is a ship. You still get the message stating the cost, which is weird. Nothing happens if you click it though, of course.
You can give a ship the Train order even if you don't have an academy at the location, and the order will remain active even if the ship moves to another system.
Not having enough dilithium available doesn't seem to have any effect on (warp) movement of ships. That's kind of strange.
When combat occurs, the player should be told who he is fighting, and the assets of both sides - kind of an intro window. He shouldn't need to look up that information somewhere in the UI.
Is combat auto-resolve working? My ships (unarmed colony ships at that) seem to always escape unscathed and move along their path like nothing happened.
Some AIs don't seem to expand, and some expand fast(ish). It's probably related to the wildly varying homesystem initial and max populations. One empire starting with half pop and another with almost full pop is enough to create a large imbalance. Secondary empires also have lower max pop.
The AI doesn't seem to be very good at choosing which systems to colonize first, seems somewhat random.
I've seen the Cards colonize a 9 (!) pop system when there were a couple other 140+ nearby, both with all other stats much better too.
There are very very few M planets being created in a map. Kind of boring. Systems in general are boring. There was this system with 9 V-type planets!
Another one with 5 GGs and 4 Vs.
I've had the Market Crash event on turn 3, lost 150 credits which left me with -10 credits (negative)... doesn't make much sense I think?
Some weird things, haven't had the time to loo into them further:
Playing as the Orions, I got a few battles against no opponent.
Playing as the Borg, when ending the 1st turn, the game suddenly switched to a Romulan game at turn 100+, playing itself (things were moving and values changing) and then hanged.