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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 New ideias / concepts / problems in / for SE4 (1.30):
 In the creation of galaxy:
 
 random size and type
 
 New tech:
 
 Stabilize planet core
 Restore Star nucleus
 Expand Warp (remove problems that damage ships)
 Universal colony
 MineFactory 	(to place in a ship and make mines)
 FighterFactory
 SatelliteFactory
 
 New Keys
 
 All the windows must have a key to each option
 example strategic/tactical (S/T)
 
 In the tactical combat
 
 if you start with fighters outside carriers they are reported, otherwise not ->fix
 
 In the Empire options, add the directives for ministers:
 
 minimum nš troops p/planet (ships don't remove above that number, and the minister try to build up to it)
 type of ship priority to build (attack / colony / etc)
 mines in all waypoints
 satellites in all waypoints
 create defense stations
 
 In the Ship designs menu add:
 
 Info about the maintenance of the design
 Ship / unit can be build by minister
 Maximun number in service of this design (the minister don't build more)
 
 In the ships/units menu add:
 
 Ships of class xxx
 
 upgrade to class yyy
 mothball
 unmothball
 scrap
 
 All Ships AI controled (on/off)
 
 If units, units of class xxx scrap
 
 In the planets menu add:
 change all planets type xxx to type yyy
 
 Change the Ship Construction minister :
 
 Generic Ship
 Colony  Ship
 Units
 
 
 If you have the flag 'Automatically use Individual Ministers for newly built vehicles',
 it must include the ships captured or that join you (race surrender / crew insurrection)
 
 If a race surrender to you and have techs that you can't (cristal) you can't research it but
 can build the itens that they have discovered (if surrender to you, they give you the blueprints)
 Also, the blueprints of units/ships they have designed must be acessible (surrender disigns window)
 
 Add the system's Minister
 
 Manage the creation of system's wide facilities (like urban pacification center)
 If exist duplications of SWF in a system, remove redundant.
 If a planet in the system is rioting / angry, call / build troops or UPC.
 
 The troops minister must have the capability to send troops to rioting planets
 
 When you are asked about enter in combat, show info about your/enemy forces for better call.
 
 If you have one (or more) colonies whitout pop, send the pop transporters to drop in that colonies.
 
 Don't send mov orders to construction ships that are building, this generate desnecessary error windows.
 
 In the construction queue, add a check if you try to build more units than the planet can get.
 Also add the line 'up to max cargo avaiable' (like the one 'one turn worth').
 The minister responsible to build units must have a check control before trying to build more units in
 a planet than is possible.
 
 If i send order to 10 ships to retrofit on a planet and in that turn only can retrofit 3 the others forget the order.
 
 The retrofit rotine, must take in consideration that exist ships with cargo and add the
 capability of removing it temporary (if exist avaiable space in the sector)
 
 Add the capability of the Ships that can close warp points to only do it to
 warps with possibility to damage ships (else is too dangerous to asign a minister).
 
 If you put a fighter bay in a ship (you can put it in all), it only have use if the ship is
 of design type carrier, otherwise the ministers igore it.
 
 If i put a cargo bay in a carrier (to add more fighters), the minister start to load generic
 cargo. Is possible to stop this ?
 
 If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
 add a flag for that shipyard only build mines ?
 
 If i build a ship that have satlayer capability / large cargo / shipyard , is possible to
 add a flag for that shipyard only build satellites ?
 
 Is possible to add 'netmouse / scrollmouse' support ?
 
 In some games, the minister insist in building small / older models of weapons platforms (even obsolet ones).
 
 Add the capability for the AI to build Starbases at warppoints.
 
			
			
			
			
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