Quick Suggestions

If the boarding ship added a tag to the boarded ship so that if it is captured it would then be added to the Admin command where that boarding ship currently is then that may make sense and make it easier to spot and deal with. Any boarding ships after that just update the tag (though they are all probably using the same Admin).

Any chance of having a Time until order completed to the right of the orders list, either in a (Bracket) after the order or in a new thin Column. Just needs to be XXXXD, XXXXH or XXXXM (Days, Hours, Minutes. Whichever the counter is up to by then).

Column would be best due to name lengths meaning it could be pushed off screen if it was just in a bracket at the end of the order. But that may mean a lot more coding work for you.

Do you mean the ship that has been captured, is added to the same command that the ship from where the boarding action occured was added, then yes. thats probably better than my assign button.

With your solution it can be silently added to that command.
Allows for more dynamic auto add to naval commands where boarding actions are taking place at the same time, in different places/naval commands.

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You might consider creating extra NAC nodes so that you can keep your fleets somewhere other than directly under the root. I currently have 1195 fleets and here’s my current collapsed list:

Super easy to find and manage the new captured ships this way.

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In the Galactic Map, could we have another display mode, to be able to show in the map the various types/classes of ships that are around?
In the tab there should be the list of only the classes we have built, from where we could select the type(s) to show.
The list of the classes should upgrade when a new type is built, or when the last ship of a type is destroyed/scrapped or so.

SJW: The Icon Display tab already does that.

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Thank you, Steve!
I never used that tab.

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The Economics Summary tab lists the colony’s thermal signature first and EM second. The Intelligence window’s Known Population tab lists EM contact strength first and thermal second.
Could you swap the order of one or the other? Thermal then EM is probably the more “correct” order as it would match the class design window.
I usually try to gauge the extent of population contacts by comparing them to my own colonies, and it always confuses me for a moment when they’re “backwards” to each other.

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Economics window, Civilian/Flags tab: if there are items assigned to a demand or to a supply, could it be possible to double click that assignment to show the civilian ship(s) that are transporting those items (in the Naval Organization window)?
Sometimes, it seems that civs take too much time to deliver a shipment. Showing which ship(s) are assigned to it, we can check if it is OK, IMO.

Set a floor on the civilian transport revenue calculations so they don’t get paid ~0 wealth for short (e.g. Earth to Moon) moves, to account for the opportunity cost of loading/unloading. There could be some complicated calculations but it would probably also be fine to just set the minimum distance in the payment calculation to 100 m km regardless of how short it actually is. That’s about 28 hours of travel at 1000 km/s, which seems reasonable to me considering that their loading and unloading might take days or a week+ depending on tech level and spaceport availability.

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Or just make prices drop after getting a cargo (and then rising slowly again), get rid of another arbitrary constant and let the system find the equilibrium point by itself.

I don’t remember how the calculation works, but a flat rate based on ship size for loading and unloading time would be a good idea if it doesn’t already work that way.

It’s not about an arbitrary constant or fluctuating prices. It’s about civs not getting paid for loading/unloading time, even in cases (like Earth-Luna) when that is 99% of the total time taken.

I do understand, yet they don’t have to, actually. Loading/unloading time are pure losses, so adding a rule that traders have to get paid for it is just another arbitrary rule adding another bordering issues to the game with no RP effect.
There was a problem with the previous version of this mechanics, that lunar colonies trade, on the contrary, gave a lot of money. Steve countered it with setting profit dependance from the route length. That’s another arbitrary rule causing bordering effects, one of which is actually the issue you’re pointing at.
That’s why I just suggest to make goods prices volatile.

Played Sid Mayers Colonization for long, had a good goods time. :grin: