Good game overall, but trading is tedious even with auto routes. And with more planets it takes more and more time to mange all goods. Especially when we need to supply several planets from one source, instead of dumping everything.
And those auto routes also pretty dumb, since we can't set a route with a multiple stops, like "take oil at first planet, then at second, then at third, then unload all oil at Antirion, and bring plastic(ideally, not "N tons" of plastic, but something like "all but N tons") back to capital".
Or, instead of complication, complete rid of manual trade routes also would work, like it was in Master of Orion: abstract pool of traders which redirects income between planets.
I've added an option to prevent scrolling of main window. It's turned off by default, to ensure that i won't break scrolling completely for someone, since i barely managed to get it to work both in FF and Chrome, and i'm still doubt that it's a perfect solution. But you can try, it's toggleable via options.
Ouch. I've found a huge bug(very stupid typo) in calculations. If you had a troubles with roadless setups - like "pump coal mine", you can try to build it again - such cases now works much better(but you still need something from aside to start coal energy loop). Though, it still might pick not the very best recipient in complicated networks, but i'm working on it :)
And some other ui fixes came along: your buttons should not move out of screen anymore.
I've made another noticeable rebalance. Something become cheaper (steel, sand and some other), something more expensive(like water). And with new rates should be much easier to build road-less chains with 100% efficiency, since income\upkeep now fits to each other.
It shouldn't hurt you, but watch for your income, and keep in mind that 0 income often means that you're not producing enough to feed all consumers.
I meant: like "pump - cable - coal burner - coal mine"