And I would bet that most of that improvement came from being able to get all three values to the approximate set of values you wanted as one motion, rather than representing any significant savings in the fine-tuning time.
Yes, you could say that. To be more precise, all symmetrical values are limited to 3 axis so once you know on which axis the value you need is, you only have one dimension to consider while moving the dot and it is easy to get there quickly. Most of the time consumed comes from dialing exact values. If aproximate is good enough for you it is even faster.
Also, as said above, it's a largely pointless test. Are you ever really going to care that the production setting is 57/22/21 rather than 60/20/20 unless you're either being extremely anal or it marks the break-point on getting 22 hammers versus 23 hammers?
It is hard to make this affirmation without actual statistically valid data on how players make use of the controls. Some players have manifested that this degree of precision is indeed important to them.
I also agree with iamderp that being able to set the output goal could be a more useful set of inputs than the split percentage. If I'm trying to balance the planetary budget, I don't really care if that comes at 57% wealth or 10% wealth, I just care that the net wealth production is 0. If I just want the purse world to be able to upgrade 1 economic improvement per X turns and send the rest into wealth, then I only really care about the number of hammers built, not whether it's 3% of capacity or 99% of capacity. I'm a bit more vague on when being able to set the exact research production would be useful, as I can't recall the research point cost of the techs being displayed in game and I'm not going to have a big list so that I can optimize things to get Tech A in exactly B turns of research, nor am I going to go through several of my planets setting sliders to optimize things in that way.
Of course, real time monitoring of all parameters and various queue ETA would be requirement to use the wheel to its full potential. This is pretty much what I wanted to say in post #6 of this thread.
Quoting EvilMaxWar, reply 50Turns out that they can. ( talking about GalCiv II )
Yes, the GCII sliders can be locked. This does not mean that any arbitrary set of sliders can be locked, and for some strange reason not all functional and useful interface components are carried over from one piece of software to the next even when the general interface remains the same.
Please refer to the Orginal post and the question asked in the poll. The subject of this thread is to compare specifically the systems in GalCiv III and GalCiv II, not to some hypothetical system where the sliders cannot be locked.