==New player first impressions feedback
I've heard really good things about this game so I took the plunge and bought it in the current sale. I was expecting the somewhat indie production quality so no worries there (I still play MOO 1 & 2 so less than AAA quality UI is no problem for me

), and I don't have a view yet on the game as a whole having only just completed the tutorial, although I do quite like a lot of what I've seem so far.
I know that when you are working on software as a dev that it's very easy to overlook some issues simply because you are so used to them that you don't don't even see them anymore, but as a completely fresh user they slap you right in the face. So here is a list of things that slapped me right in the face when I first picked this game up. I hope it is useful.
I'm not sure whether this is the right place for this, but since this is a discussion about an forthcoming patch, and since the dev is actively answering questions here then I think I'll post it here for now where it can get best visibility, feel free to move it though if you think it's in the wrong place.
--Screen resolution UI
First time the game loaded it didn't get my screen resolution correct (games on a flat panel using non native resolution always look terrible), but it wasn't at all obvious that the resolution was wrong because on the settings display the slider was at AUTO which doesn't give you any indication of what resolution it is using. So I had to manually select the correct resolution, which is normally trivial but in this case the UI again made that very awkward. My screen apparently supports about 90 different resolutions and the only way to select them was via this slider, and nudging the slider just a couple of pixels would select a new resolution. So I had to inch this slider backwards and forwards pixel by pixel trying to locate the one resolution out of 90 that matched my screen's actual native resolution.
There is a reason why nobody these days uses a slider to select the screen resolution and this is exactly why. A scrollable listbox or scrollable dropdown combo like every other game will work just fine please
--Fuzzy panel background
The information display backgrounds and popup windows have this fuzzy dithered looking background which I personally find really nasty. I don't know whether it is supposed to look like some sort of CRT white noise effect or something but it's not at all easy on the eye to read text on top of this fuzzy noise and I don't think it suits this type of game either. I want to feel like a space emperor looking at a slick sophisticated spacey or alien UI, not some kind of hacker nerd looking at a badly tuned in CRT.
Also these info panels are often displayed alongside maps with starfield backgrounds, and the effect of that is a fuzzy background with fuzzy foreground info panels too. It's quite jarring.
I'd have thought a better background would be a dark shade of blue or grey/black with an alpha or colour gradient or a subtle refection effect. At any rate the fuzzy background is pretty radical and in your face so it would be nice if it were configurable with a few other options.
--Ginger zombie humans!
Loading up the tutorial the first thing you are confronted with is the avatar for a human owned planet. Now I know some people think that gingers are in league with Satan, but personally I've got nothing against them. Nevertheless must we have one representing the whole race? The bigger issue though is WHAT HAPPENED TO HIS EYES!!! Most humans have iris and pupils but this freaky ginger avatar has the pure white eyes of zombie spawn from hell.
Give the man his eyes back.
--Planet view
Production
On the right side of the planet view is the production overview. This information could be greatly improved.
The first section is titled 'Production' and lists the amount of production of various commodities on the planet. The first thing missing is timescale and units. Food production is listed as 364k but what does that mean? 364 kilos? Over what time period? Similarly research and production are 4.57 and 8.59, what is that man months per week, who knows. This is followed similarly by Gravitioniun, Reidium, metals etc.
This might seem like nitpicking but it's not. In any kind of strategy game like this there are going to be numbers, but it's really important that those numbers actually mean something to the player right off the bat, and the planetary production screen is a central to the game. As a new player 364k food means nothing, its just numerical noise, on the other hand 364 tonnes of food a month means something tangible. Similarly research of 4 means nothing to me, but as someone who manages people IRL research of 4 man weeks of research per day instantly means something. Meaningful units enable me to attach more significance to these values and helps me build a better picture in my head of what I'm dealing with, which in turn adds to the immersion and makes me care and enjoy the game.
Next section is 'Consumption'. But with no time frame specified it doesn't mean anything.
Next section is 'Explored Mineral Deposits'. Presumably this is important, but again the numbers give you no clue as to what it means. The tooltip you get hovering over the individual items under 'Explored Mineral Deposits' just repeats the exact same information that is displayed when you hover over the items under 'Production'. This is a badly missed opportunity, instead the tooltip when you hover over an item under 'Explored Mineral Deposits' should explain what 'Explored Mineral Deposits' actually means.
The lack of this information is especially confusing because the Production section indicates I'm producing 2.38 Gravitoniums, while the 'Explored Mineral Deposits' states 0.79 Gravitoniums. So on the face of it this would seem to suggest that I'm producing more Gravitonium than I've actually found on the planet, which doesn't make any sense. I'm sure there's a logical explanation for these numbers and I expect that if I search the forum or the wiki I'd be able to work it out, but the point is that the game should make this obvious without the player having to go looking for it.
Fundamentally I want to spend my time actually playing the game, not searching the web trying to find out what the random numbers in the production UI mean.
The remaining section here 'Research Opportunities' and 'Planet Bonuses' have the same issue of just repeating the exact same tooltip for each production item without telling you anything useful about what 'Research Opportunities' or 'Planet bonuses' actually means.
Population
Lower right section of the planet view is Population. Tooltips explaining the effect of Available Population and Unrest would be nice.
--Tactical combat map
The vast majority of the worlds languages write from left to right. In film cinematic screen panning is always from left to right. Every side scrolling computer game ever made scrolls from left to right. Every previous 4X space strategy game with tactical combat has had the player starting on the left. So why in the name of all that is holy does the tactical combat in this game have me starting on the right? I just cannot get my head around it, instead of me attacking the enemy it feels as if the enemy has sneaked up behind me or that I'm going back to where I just came from or something.
Please, please, please, add the option to reverse tactical combat starting sides.
--Tutorial
During the tactical combat tutorial neither F1 nor Escape enable you to exist the tutorial. I did eventually work out how to auto-resolve the rest of the tutorial to skip it but it would be nice if the F1 button worked as advertised.