Hello all, I bought the game a few months ago and briefly checked it out, learned the assignment system etc and getting the basic hang of the game. But I put it back on the shelf, satisfied that the game in this early stage was looking to go in a very good direction. Since Beta 53 hit this week, I have invested quite a few more hours into it, and am really enjoying the large amount of improvements! However, there are a number of issues that I encountered repeatedly, that work to rather quickly kill the mood for this (rather new) player, in no particular order: Designate Trade Goods only affects one stack of items, rather than that specific type of item. This is especially a problem because the pops are incapable of stacking stuff properly as they fabricate, so your designations might be overwritten when they do stack stuff. Building on top of the above, designating trade goods does not seem to prevent local consumption (or the items just tend to disappear randomly!). In my latest game I had produced a nice stack of tinned caviar, designated as trade goods, they were kept in a well defended area, but they were all gone long before any traders arrived. With nothing telling me what happened. Too many events seem to have no positive outcome, and the ones that do only show the positive stuff in a tiny tooltip with hardly any visual or auditory cue. This is largely an interface thing, please draw more attention to the occasional good stuff that happens in your colony! Colonists ignoring upkeep, letting workshop burn down. Even with all workcrews set to perform hauling and construction, people keep letting their own workshops burn down, despite plenty of upkeep packs being available. Its perfectly fine to have an upkeep cost, but you are punishing the player too much for something they have no control over with the system as it is now. Also, I have never seen a bed require this many stones/logs to keep being comfortable Inability to tell soldiers to patrol areas. I want to scout out bandit camps with my regiments before sending foragers. Even if there are never any bandits there, it's so very counterintuitive that the people I have least control over are the most disciplined ones. Glitchy menu for assigning work crews to shops; the scroll bar works so poorly that I often have to navigate down 3 or more times to select the crew I want. Please give a toggle to not show currently assigned crews, and fix the scrolling function? Wood is not renewable, and traders bring far too little of it. I dread reaching end game in my current save, as I have already consumed at least half the wood in my swampy area, and nothing seems to be growing back. Even if it does grow back, it is too slowly to notice, and the inability to plant trees in a set area for foresting is frustrating. This issue is probably amplified by the smaller map sizes in B53? You cannot make roads or designate paths! Makes the citybuilder in me a bit sad... In one of my saves, that I can no longer load without crashes, a lot of workshops seemed to never advance jobs, even though they made the items. My metalshop would be stuck at 0/4 iron ingots, even after it had made 20. When food is stacked, you cannot see if its good enough for overseers, and recipes do not seem to tell you either. This is an example of a number of systems that are a bit too much "play by wiki", which could and probably should be shown ingame instead. Fences do not show building costs. These are the issues I can think of right now, not sure how useful it is to have them lumped together like this, but there you have it I have attached 2 save files, 006 is the one I cannot reload myself without the game crashing, and 008 is my latest where tins of caviar are disappearing.