I should also point out that this has a major change from the previous 2 GalCiv games: There is no such thing as production waste in GalCiv III. Population provides the base production of a planet and planetary improvements provide % bonuses in particular areas based on that. By contrast, in GalCiv II, a factory might provide 5 IP. In GalCiv III, same factory would provide say a 5% production bonus with the production stemming from the planet's population.
Interesting change from the occasional GC2 base-population-but-insane-production model where a planet with large research/production bonuses was better off with only base population, since space needed for farms and morale were better spent on an additional labs/factories. I think it will increase the productive vs. money planets divide more by class rather than bonuses, though. Not sure how I feel about that. I kinda liked the fact that my "forge" world could be a class 12ish planet that I happened to find a +60% ship power colonization event on.
There is no such thing as production waste in GalCiv III.
So "wealth" production is simply the lack of any sort of other production? It is "just collecting taxes and shipping them off world since we're not doing anything here" mode? That is what I had assumed, but it's nice to have it confirmed.
The current plan is that the the production wheel sets the civilization default with the ability of players to override it on a planet by planet basis. This allows players who want to micro-manage their planets to do so without forcing them to do so if they don't want to. The question is: What level of per planet tinkering do you think the game should have and why?
Ideal (IMO anyway) is complete freedom. Sure, I might set my empire to 50/50/0 to use all your income by default, but I'd love to set a planet to 100% research production, 100% manufacturing, or 100% wealth without having any sort of drag on the economy from doing so. Each planet might vary between those alternate between those extremes at different times during the game, too. Example:
Settle Caprica II and get a 35% research bonus colonization event. Planet has several research bonus tiles, as well.
Phase 1: 100% manufacturing to build labs, farm, and morale.
Phase 2: 100% research to maximize output on those labs.
=>Alternating phase 1 and phase 2 as research unlocks improvements to the various structures.
Phase 3: Near/at end of tech tree, 100% manufacturing to build economic buildings over labs, then shut off all production (100% wealth).
Of course, Hoth I, which I colonized three turns later, would probably need to follow an entirely different development profile. It may even follow the same path, but hitting each phase at different times. Being able to phase those planets completely independent of each other would be a godsend.