The conditions of the game i played were as follows :
I got up to like turn 350 recently in a long game so i got to test end game stuff.
This was a 165 star disc galaxy map, with everything on high, except monsters i turn those off.
For the first 100 turns one of the ai players attacked me non stop with occasion help.
Meanwhile his apparent ally on the far side of him, whom i allied, gobbled up the map.
So i got all the tech (but the you win final tech) and the ai pretty much did too.
During this long test i found some misleading info descriptions as well as bugs.
Some problems i encountered were
Invisible ai planets when i had maximum tech that i couldn't invade.
Inability to save late game.
Inaccurate tech descriptions.
Apparent rescorce lock ups.
Gpu to Cpu texture thrashing in the old sense of the term.
Minor ones first:
The tech that allows you to make a solar hull ship requires
That you make the ship at a black hole system and that you have to have a solar container.
The tech that lets you convert the star into a black hole is only usable at a red star.
However that is missing in the tech description.
In general it was difficult to figure out how to build a solar hull ship.
Artificial black hole
Tech description...
This needs the requirement in the description it was a curveball.By introducing a tremendous amount of artificial gravity into a star without increasing its energy, it can be made to collapse in on itself and form a Black Hole. This technique is limited to red stars however, as overcoming the internal pressure of a hotter star would require an absurdly powerful gravity generator. This process can be enacted at an outpost
For the neutronium armor tech there is no way to make a neutron star.
That needs a tech that allows you to create one at least sometime after you obtain it.
On the map i played there was exactly one neutron star which i quit before i got to.
Major:
After about turn 280 i got a error writing to disk messege.
Now this is a brand new hard drive, so i don't think its a cnc error.
Additionally by this point the game was maxing my cpu and stuttering cpu gpu lag.
...
When i deleted some saves it then allowed me to save.
However later it messed up again, and i couldn't get around it.
I noticed that the load save dialogs took a long time to open as well.
I dunno if each file is read in full to show the description or what but...
That would be a lot of data to load if it was not released.
I found it to be very weird that deleting a few saves earlier allowed me to save.
...
On exiting the game at this point, major resource's were released as i could hear the cpu.
As well as what i suspect was gpu rescource's / textures being released / disposed.
I suspect that there is a problem with not reusing or freeing memory while the game is running.
#2 major problem...
The radar draws at end game these really laged with gas off i still had to turn these off.
The real problem with them is that they were being drawn on the fly.
I do have a suggestion / solution to fix that...
A common trick used in 3d for mirroring applies to this.
...
Draw these onto a image of a starmap then take a snap shot of that render and use that for the background image for the entire turn.
Ill prolly reload and test some more.
The save error has me a little baffled, im not entirely sure its not my drive, even though its new.
Overall single player game play impressions.
Things that strike me most is the game flow is not smooth.
Its like early on its a waiting game then later there is too much distractions from fighting.
The problem i think mostly is tech wise and automation.
Early on is a click fest thru turns with little action later is too much to manage.
...
Basically the problem is say you have 15 planets.
You get 2 new techs researched, that gives 2 new buildings that's if your unlucky its something nearly every planet needs.
So that 30 planets... click click click search click click que que decide no i cant do it all now un-que click que ect ect...
If you have 2 planets or more per system that requires microing 60 to over 100 planets.
for those techs and that's besides all the regular stuff in just one turn.
Then you think about strategy.
The focus tabs are great, in fact early on they are great but you have few units.
The same problem you have with micro-ing little things that the focus picker solves.
Becomes a problem again with all the buildings later on.
For example with terraforming this stands out.
It would be nice to instead have a building that does this on the planet each turn over a long period of time, remember aliens.
Optimally it would be nice to have a building focus tab in addition to the regular one.
That would use unspent rps for buildings of either type.
Military such as spaceyards and the like or Economic such as industry or non at all.
So that whatever industry points you didn't spend would go into the planets building que.
That way you can focus on just a couple planets and your picks would get priority.
Then click next and the rest of the industry is spent on safe things automatically.
The player gets sucked back into to much mandatory micro-ing with the building que later on.
Early defense would be much better if a colony ship left a in system armed scout behind.
Lord knows the colony ships are expensive enough to leave a armed system ship in orbit.
I think you prolly should start with like 4 colony ships (not kidding).
A civilian transport ship is needed as well to transfer population.
That should be the way to turn a outpost into a colony.
More colony's at the start would make for a better game.
Colony ships are way to expensive.
In fact i think there should be no colony ships at all only setup outpost ships.
Then special transports should be needed to move population.
When you drop off population its status is raised to colony.
They should need to be in a system with a planet that has a spaceport to load up.
Maybe you should even have to press load on your own planet.
This way you can simulate the advantage of having close colony's vs far ones.
So that far away colonys leave your population transports vulnerable.
Yet transporting between near ones is not so difficult.
In fact the evacuation thing should probably work of something like this.
All wasted industry points should automatically go towards building any sort of safe items.
to say it shouldn't go towards building a gateway to the void but a space elevator sure.
It would be nice to have a system to be set to auto govern itself with the focus included.
Which is basically the above with the addition that it would in system terraform and colonize.
Though all military related buildings would be the players responsibility.
Gateway to the void is one of those techs that is op or useless, it is a bit harsh.
I think there should be earlier versions as well as a marker on the star map to show it is in effect.
A tech that simply slows ships and or one that just damages them would be maybe more effective.
As well with gateway i feel it should be altered so it doesn't kill allies or be a later tech.
It should also have some symbol on the starmap to note it is in effect, it is really OP.
Late game you get a nova bomb that can destroy a system its massively expensive.
But were missing a planet killer i know its not moo2 but...
You should have a planet killer tech before you have a system destroying tech.
I want my deathstar lazer beam.
Late game tech needs a planetary gun that can kill a single ship typically the biggest one.
Lone ships wreaking havok in the back or bypassing planets.
Ships that you cant intercept because they don't stop at your planets is very annoying.
Giant battle rocks ... i hate this idea a rock is not structured armor it would be massive and dead slow unable to turn or maneuver i don't think end game super rocks fit i hate this idea.
They would make for great in-system defense bases. rocks should be super slow like 20 speed.
Late game ones should actually have weaker armor...
Somehow i don't think giant rocks should be end game (10k year old civilizations) goto op star-ship.
Everyone knows plasma cannons shatter meteors like in starship troopers let alone death rays.
Spinal mounts and things like death spores say zero damage how do they work ?
Btw... we need effector field weapons that derive from shields...
If you never read any of the "culture books from lian m banks", there pretty good.
https://en.wikipedia.org/wiki/The_Culture