On a side note, have you ever experienced this when you don't have hyperspace communications:
"Hey, I'll send some of my warships to this system to protect it."
A turn later, you see the enemy sending ships to another system
"Oh snap! I want to tell my warships to go to that system after they've arrived at current destination to save a turn! But I can't! I have to wait until they arrives before I can issue orders."
If you were able to tell them to move on, they might have arrived in time, but no, your colony gets destroyed because your fleet arrives one turn too late.
So I've added the ability to tell your fleets to keep on moving if you want them to go to a new destination right after arriving at their current destination, as shown in the screenshot:
In this case, the fleet has already left Scietn (Yeah, a random name) heading for the orange star. I want it to move to the rightmost star immediately after arriving, and made an order to do so.
Now this raises a few balance issues, I'm going to address the ones that I know of:
If the original system is unexplored, I'm going to say to leave it unexplored because your fleet didn't actually stop for a full turn there.
If the original system has enemy fleet, your fleet stops and engages in combat as normal.
Any other situations that I missed that might not be balanced with this change? I can add an option to enforce "No Secondary Destination" or something like that to match MoO 1's gameplay. What do you think?