I loved this mod, but specially because of it's potential. I thought it would be useful to have a thread where we could put suggestions for official/fan modders who want to work on Final Frontier 
Build queue: I like the idea of being able to build imps in each planet, but it just gets too tedious having to select planet, click the build checkbox, then building, wait till it's complete, zoom in colony and do it all over again.
Instead, I thought of 2 things:
1) there are buildings like the Factory that apply global bonuses, so instead of having to select on which planet they have to be built and build them one by one you could just stack as many factories in the build queue as planets are available to you in the system.
2) Then there are buildings like the mining platform that apply bonuses only to the planet it's built on. For this you could be able to stack in the build queue as many of them as planets are available, and when they are finished have them placed automatically on the most populated planet that doesn't already have one (where the building will be more beneficial). In the case of the Habitation Dome, have them placed on the planet with highest

Starbases and Culture: I think the way starbase culture and normal culture borders interact needs work. For example, one of my starbases in my latest game ended up inside enemy territory because of his borders' expansion.
I think a solution would be to have Starbases expand culture only 1 plot (instead of 2 plots) but that the borders around the starbase are unmodifiable by other player's cultural expansion, forcing them to eliminate the starbase (and declare war) if they want to gain control of that territory.
Conquering systems: it would be cool IMHO that the only way to actually conquer an enemy system would be to drop troops in it, having spaceships be unable to attack troops or conquer systems (like the gunship in regular civ). Any spaceships that are in the system when troops conquer it are expelled from the tile.
Conquering starbases: I thought it would be also nice to be able to drop troops into a starbase and conquer it, as an alternative to blowing it up. Starbases could house up to 2 troopers in case an enemy tries this. Any spaceships that are in the same tile as the starbase when troops take control of it are expelled from the tile.
Each trooper could have a % chance of being shot down by starbase/system defenses before landing for combat.
Starbase missiles: missiles should be able to rebase between starbases or not rebase at all. Also, starbases should have a maximum of missiles that they can carry.
Other functionalities for Starbases: yeah, maybe they could start of as simple space platforms that spread culture in that one tile. Then with certain technologies they could be upgraded into millitary platforms (like the actual starbase) where you can build a squadron base (to house squadrons), a missile battery (that produces missiles), etc., or upgrade them into a research platform (creates a resource that gives +
) or vacation center (creates a resource that gives +
). So as to not unbalance things, bonus platforms could be very expensive to build (like starbases are now) and each type of bonus platform could serve as a resource, meaning that more than one does not give extra bonuses, but can be traded with other players.
Also, you could have certain platforms only buildable on asteroid fields...
Training yards: I just think training yards should give global bonuses to the system, only 1 per system, instead of 1 per planet like it is now.
Exploring systems: it would be nice to be able to view a system's planets before colonizing.
Civics: Monarchy should have it's bonuses, I think, reduced since this is usually a game with very very few systems in it.
Resources: just add more!

Build queue: I like the idea of being able to build imps in each planet, but it just gets too tedious having to select planet, click the build checkbox, then building, wait till it's complete, zoom in colony and do it all over again.
Instead, I thought of 2 things:
1) there are buildings like the Factory that apply global bonuses, so instead of having to select on which planet they have to be built and build them one by one you could just stack as many factories in the build queue as planets are available to you in the system.
2) Then there are buildings like the mining platform that apply bonuses only to the planet it's built on. For this you could be able to stack in the build queue as many of them as planets are available, and when they are finished have them placed automatically on the most populated planet that doesn't already have one (where the building will be more beneficial). In the case of the Habitation Dome, have them placed on the planet with highest



Starbases and Culture: I think the way starbase culture and normal culture borders interact needs work. For example, one of my starbases in my latest game ended up inside enemy territory because of his borders' expansion.
I think a solution would be to have Starbases expand culture only 1 plot (instead of 2 plots) but that the borders around the starbase are unmodifiable by other player's cultural expansion, forcing them to eliminate the starbase (and declare war) if they want to gain control of that territory.
Conquering systems: it would be cool IMHO that the only way to actually conquer an enemy system would be to drop troops in it, having spaceships be unable to attack troops or conquer systems (like the gunship in regular civ). Any spaceships that are in the system when troops conquer it are expelled from the tile.
Conquering starbases: I thought it would be also nice to be able to drop troops into a starbase and conquer it, as an alternative to blowing it up. Starbases could house up to 2 troopers in case an enemy tries this. Any spaceships that are in the same tile as the starbase when troops take control of it are expelled from the tile.
Each trooper could have a % chance of being shot down by starbase/system defenses before landing for combat.
Starbase missiles: missiles should be able to rebase between starbases or not rebase at all. Also, starbases should have a maximum of missiles that they can carry.
Other functionalities for Starbases: yeah, maybe they could start of as simple space platforms that spread culture in that one tile. Then with certain technologies they could be upgraded into millitary platforms (like the actual starbase) where you can build a squadron base (to house squadrons), a missile battery (that produces missiles), etc., or upgrade them into a research platform (creates a resource that gives +


Also, you could have certain platforms only buildable on asteroid fields...
Training yards: I just think training yards should give global bonuses to the system, only 1 per system, instead of 1 per planet like it is now.
Exploring systems: it would be nice to be able to view a system's planets before colonizing.
Civics: Monarchy should have it's bonuses, I think, reduced since this is usually a game with very very few systems in it.
Resources: just add more!
