Will list a few things that I think could be implemented to improve vectoring and make it less tiresome. Would affect large maps more than small ones.
1. When in vectoring screen, it doesn't show 1. what you produce or 2. how many turns it will take for it to be produced. Unless a vector is set to somewhere. Then the info is there. I think a good addition to the vectoring screen would be always showing what's in production and on which turn it is. It would help in big maps, where many vectors need to be set. Instead of switching from vector to city information and then back again to set the vector - only the vector screen would be needed, making it less troublesome to browse the available productions and decide where to send them.
2. Change the City information screen so that it would have a "cancel vector" button either next to the vectoring info or next to the big "stop training" button. Or maybe have one "x" for each incoming vector, so that any single vector set can be canceled from the city information screen without canceling the others.
3. This one would probably need much more programming than the others. But I believe it would make it very much faster and easier to set vectors. The idea is that the vector screen map would have different areas with different colors, that changes depending on how far from the selected city (the one you look at the vector screen in) they get. First area (vectors that take one turn) have one color, second area is for two turn vectors and has another color. Then it continues to 4 turns. It would be very easy to see where to set vectors. And the "Well, I'll set it to that city. Ok, no, that's no good. Let's try that one instead"-situations would be nothing more than a memory.
Any comments on the ideas? Would they be of use to you?