Quality of Life

Save the game very turn by default with an option to change the number of turns between saves.

Tell the player if something buried in a menu will directly effect them. Like low happiness about to cause a rebellion. Than continue to tell the player as they draw closer to the effects of the thing. Looking at you Endless Space 2.

In general try and make things simple on first glance, but have options to unlock additional functionality. Such as the ability to alter ship designs mid construction being automatic, but have an option to give the player more control if they want.

Science Sliders let the player control what fields they research on a macro scale. So you can use sliders similar to in Master of Orion. On the backend the game will distribute tech labs by taking the highest output lab and putting it on the highest demand field. Than whatever percentage of your science that lab represents will be removed from the field's demand and the process repeated until all labs are assigned. This means that you won't get the exact distribution you want, but lets the player still have some decent macro control. The game should tell the player what the real percentages of distribution are, and how much effort it will take to shift each labs research. Which reminds me, any labs already assigned to a field should be automatically assigned to that field up to that fields demand before the above process, jt to reduce the amount of efficiency loss.

A list of all encountered ships. Any aspects of the ship you haven't discovered remain concealed in this menu but it will serve as a good way to counter enemy ships. If you don't fully understand the science it would be nice to have it give a short blurb of your experiences with it rather than the raw module data.