Yes. Would love that one too. Not to Mention the 2 Monitor Mode Supreme Commander had :)
And ( Lol .. I wanted to write a short comment, now two hours later )
1.) Main View : Remove the Galaxy Map and put the options into the Main View ( explored/unexplored systems as a prime example )
Add ETA somewhere, be it the Fleet/Ship Info Window or somewhere on the Travel Vector.
2.) Expansion Planner : Add the Column "Systems" so I can see which Planets are in the same System.
Add the System Name to the Position Map ( red cross, blue cross )
Add the State of Production to the Colony Ships
Options to show/select from where the "Distance Column" is calculated ( Homeworld, Selected Ship, closest colonized System )
3.) Ship Design : In the Build Order : The option to move components up and down, since the Build order of Big Ships and Bases can be extremely important
In the Build Order : Cycle through different components of the same category. Useful for switching between different engine types.
Components Overview : Filter the Components by established Categories ( Energy, Movement, Industry, Defense, Weapons ) and Sensors
Design Screen : Show the cost for single components somewhere, also display when Hard Caps are reached ( Mining )
4.) Private Sector : More Indirect Control over the Private Sector
Commissions : similiar to Pirate Missions but for my own private Sector. Why buy from Smugglers when I can buy from myself.
Laws/Customs : similiar to Trade Sanctions and Population Policies. Toggles for Foreign immigration, Tourism and Trade
Policies : Trade between closest Colonies or direct flight
allow/disallow ship construction/retrofitting based on colony size/development. ( applicable to both state and private )
Recognize range restrictions/always refuel when docked/refuel elsewhere before delivery
Private/State/General/Preferred Refueling centers.
Population Policy : Homeworld Type.
5.) Characters : Recruitment : Job similiar to Intelligence Missions in which Characters try to Recruit Characters of the same Profession.
Leaders can recruit any kind of Character.
While recruiting Bonuses to others ( Empire/Colonies ) are either reduced or disabled.
Recruitment would be supported by Skills and Buildings ( recruitment, inspiring presence )
Display Character Cap,
Leaders/Govenors : Laws/Policies how often Elections happen ( Democracy ), population happiness makes re-election possible
Missions : Leaders, Govenors have Missions that Improve single aspects of the empire/colony while others suffer, may affect colony happiness
( build rate, mining rate, corruption...)
Aging : Characters have limited livetime.
6.) Troops : Facilites : Military Facilities should speed up Recruitment Rate.
Colony Security Force / Garrison : Similiar to Troop Loadout in Fleets. Troops required to fulfill the Garrison Loadout count as garrisoned.
Troops in excess of those requirements are free to be picked up.
Policies decide if Troops should be recruited locally or filled with foreign troops.
7.) Make the different Menus for the Empire Full Screen !!! The Game is automatically on pause when I open one of those. Use that Space.
==== EDIT ====
8.) Fleets and Ships .. coming soon.
< Message edited by Emperor0Akim -- 9/1/2019 4:13:51 PM >
Maxim 1.: Pillage, Then Burn !