Blockage still broken, still cannot build on planets it returns.
New build now also broke Pirates - after the first time it returns the stolen production, on all future turns it only steals production never returns any.
Version Alpha 0.2.1
There are two issues, here.
1) Obviously, the graphical glitch. "Wishlist Now!" overlaps the victory text.
2) One of the wonders seems to be unlocked by earning 50 Wellness. I assume that this is supposed to be a total gross gain of 50 Wellness (not counting the 1 to 5 Wellness decay per turn), but the Wonder is only unlocking at 50 net Wellness accumulated. This makes whichever Wonder it is completely pointless because by the time the player unlocks it, the player has already won the game.
I withdraw issue #2. I just unlocked the Arcology in a different playthrough.

Two issues, here:
First, the icons aren't parsing correctly, for some reason.
Second, Exploration missions require a lot of points to accumulate. This paltry payout is, objectively and factually, a waste of the effort: I get fewer points back from this event than I put into launching the mission, even if I were to accept the penalty of 5 Crisis Points. It is only slightly better than if an Exploration event said "You found nothing at all and came back empty-handed." It MIGHT be justifiable if it were giving me 12 points of storable Production because of how Production works.
1) On the Refugee event, the buttons "Some" and "All" are not clickable. I suspect it's because I don't have enough free slots for the refugee camps, but I don't know for sure. Only "None" was clickable.
2) Images are not parsing correctly, as per the last bug report.
3) This event may need to be redesigned entirely. I usually build Assemblers into free slots extremely soon after I get new planets.
Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.
As for redesigning the event that will probably happen when we change how the exploration system works.
The two options, here, highlighted when I moused over them. However, the explanatory tooltips didn't appear and neither option responded to being clicked.
The workaround was to click "Menu" in the upper left, then resume the game. Then I clicked "Subsidies (T2)" and the game continued normally.
In case it's relevant, the "Apply Tech" that's mostly obscured is in regards to "Tactical Systems", add 2 Combat when planets are already producing Combat.


I am able to research the first extra building slot again. In the order of research I got, Space Mines, Tactical Systems, First Extra Building Slot, Launch Facility, Sensor Improvements then General Improvements. As proof I already researched the first extra building slot, I have 5 buildings on the capital.The mouseover tooltip is hard to read, here. It might be better to just make this panel bigger and fit the description directly into the button.
(By the way, be advised that I've added a profile image to my account, recently. I mention this only so that you'll still recognize me from me earlier posts.)
Note the Exploration panel in this screenshot.
In this turn, I played two Biomass planets that each had 3 Orbital Telescopes and a little bit of Science, resulting in 30 Exploration points. This was so many Exploration points that it should have made two additional Missions available simultaneously, but it only gave me one additional mission, with Next Mission Progress being 24/19.
This appears about a second or two after the explanation on Crises, so the player doesn't have enough time to read the explanation on Crises.
I recommend either...
1) ...combining both explanations into one panel (you have screen space for it on browser, not sure on mobile), or...
2) ...delaying the combat/defense threats by one turn, or...
3) ...queuing tutorial panels like this so that the next one appears after the previous is dismissed.

Wellness bonus "On turns where an enemy ship has been destroyed no crisis points are generated at the end of the turn."
I am currently facing against the Mothership. I destroyed a Local Threat, but gained 1 Crisis point at the end of the turn; 0 Crisis points were expected.
If this is intended behavior, then the description is wrong and should instead read "On turns where an enemy ship has been destroyed no crisis points are generated BECAUSE OF the end of the turn." I would also add "Crisis points from other sources still apply.", but this may make the tooltip a bit large.