Most of the buttons and controls on the screen are not intuitive, and there's a whole lot of keys that have no associated controls for them. That's what I mean by non-intuitive. Labels would certainly help, although more meaningful icons have been used in the past in other games. Actual buttons for some of the hidden features (such as speeding up time) would be useful. I feel that every time I take a break from the game, I have to relearn a whole bunch of stuff that had it been designed better, would have been a whole lot easier. Remember also that combat starts with no pause (and no obvious pause button, that sometimes clicking on a destination when you start close to a sun (in order to flee around the sun), does not work properly (during that unpaused time, I have to zoom around a bit until the click to move actually functions properly). There's just a lot of little things that result in an unfriendly UI. Each individually might be considered a nitpick, but taken all together, they show what a flawed interface it has. There are also some quirks in combat, such as if you tell your ships to flee, depending on the racial movement rules, they tend to stand around and do nothing unless the flee timer is up -- that one makes no sense. Furthermore, telling a ship to go to the back lines (to allow another ship to take its place) often is a bit screwy (sometimes it works perfectly, but not always). I'd also like to see standing orders to always have, for example, tankers and colony ships and spare C&C ships to always be in the back. I don't want to have to micromanage every single fleet, only the combat fleets. And they get screwed up again if multiple fleets happen to meet at the same place, and you don't have a chance to straighten things out until after a round of combat. These aren't huge problems, but they tend to take away from the user-friendliness of the game. BTW, I know that I'm really kind of demanding when it comes to user interfaces. That comes from several sources. First, I actually had to design a lot of user interfaces back in the bad-old DOS days, for use by people who were completely PC illiterate (or worse, sometimes complete idiots). I've also had to deal with my mom, and her PC use, so I know what kinds of control placements will cause problems. Furthermore, I personally have some visual problems with my ability to focus (my eye muscles are weak so it takes a while to refocus when I change my point of focus, which means that I have problems finding the correct controls on screens (usually because of anti-intuitive control placement). If things are in the obvious place, I have few problems, and I've learned to focus on those places first. If the screen is too busy, I'll sometimes not see the controls at all. Remember that we no longer live in the days when the only people playing games are young people with no memory or visual problems, and too much spare time on their hands. Some of us just want to be able to dive into a game and learn as we go. Figuring out how to do very basic stuff should not be a struggle -- the struggle should be reserved for the strategy and tactics. I want to fight an enemy, and that enemy better not be the game itself.