a) not only have buttons for "import everything" "export everything" "clear everything" but something like "import all locally needed goods" or "ensure minimum storage of all locally needed goods"
b) show the locally needed goods in the import feeder (currently I have to change between the local market demand page and the import feeder back and forth until I have set all needed goods).
I feel like this follows the current approach of "write an addon to the current system, even if it's hackish in nature". I like those ideas though.
I'm not happy with the current popup because it tries to do more than the popup system can handle. The popup engine can't be modded, meaning if it is to display anything better than the current display, then we would have to rewrite it from scratch. This is less farfetched than it sounds.
If you should design a GUI from scratch, how should it be and what should it contain? We can do pretty much whatever we want using all the GUI elements from whatever screen we have in the game. In fact (very much overlooked) the python screens supports drag-n-drop, something which isn't supported in BTS.
Let your imagination run wild. Don't hold back because "it's hard to code" or something like that. Even impossible to implement ideas can be useful because it can inspire ideas for doable interfaces.
In my current game an automated wagon chose to load goods in the area of New England (random gigantic america map) to go to a colony in Yucatan for over 25 turns - despite a Merchantman being automated too. Does the automated system only take city -city connections into account (as in one inland city has to use a wagon and that wagon will distribute the goods) or that city A is inland but only 4 tiles away from city B which has a port and where the ship could bring the goods to Yucatan in half the time?
This is a really annoying problem and part of why the automated transport system is broken by design. It works very well if you connect 2-5 close colonies by road and then mass producing automated wagon trains. It works horrible if not all transports are equal, like some land and some ship transports. It has no real concept of distance like it will pick up tools and spend 5 turns when another transport could deliver in 2 turns.
Since this is a design issue, it's not easily fixed. Instead we would likely need a replacement system. Ideas are welcome.
In essence how should the transports behave and how should a player be able to give restrictions or guidelines to transports to make them behave in a more sane manner? Ideally same behavior of multiple clusters of colonies should be supported. One large group of colonies should also behave better like it does matter which colony sends off the cargo even if it's owned plots all the way.
One thing to consider is how to use multiple cargo slots. If say your unit has 5 cargo slots, but it keeps competing against wagon trains for moving one slots transports each turn, your unit will only deliver 20% of what it can do. How can those big transports fill up without too much micromanagement?