I reedited my replies ie this tech subject... I think I figured it out a fair way for tech trading for new stuff.
Please don't do that...how would you like it if I went back 20 pages and edited something? It's difficult to find it, regardless of where it is, when you do that. Feel free to make a new post; we're not anal about double posting in here.
Turn length has been discussed before, but not...wait for it...at length. (Okay, that was bad. Really, it was horrible.) I think most of us would prefer a month, though.
Terror stars can join fleets. But like anything else, they slow the fleet down to its lowest movement-them. Have you seen the terror star thread where everyone's trying to guess how to move it across an immense galaxy in one turn? (No, this is not a normal situation, but it can be done.)
Also, just for the record, I'm the one guy who thinks that Terror Stars are overpowered, even with all of their limitations. I've suggested that they blow themselves up on the star they blow up on (and this would in fact make room for them to be moderately improved in other ways, which is what everyone else is asking for), and thought I ran into this in one of the betas and was going to praise SD 24/7 until I realized it was the invisible ship bug.
I really don't see how or why anyone would choose to use a TS to destroy multiple star systems, anyway, so I'm not sure I understand everyone's opposition to the concept (at the time, at least, but I honestly doubt it's different even in here-no offense).
@Scoutdog
Well you can at least tie bonuses to buildings that aren't unlockable without all of the techs and in some cases perhaps even give them a +1 to PQ so they effectively don't take up a tile.
And yes, I'm trying to find ways to make things work within the current system; although it does need remodeling, I'm not convinced it needs to be replaced entirely.