Hello all,
I've been playing GC3 off and on since the alpha was released, and so far I love it. I have noticed a few micro-management tasks that take up a lot of time and could be reduced. They are: 1. Manually focusing planets on industry/social prod every time I research a new improvement & want to upgrade; 2. Manually re-adjusting the prod wheel every time I set prod to an infinite project; 3. Manually setting empty queues to projects; 4. Manually switching off pop growth projects when a colony reaches max pop. My suggestions for reducing this micro management are:
1. Have a "prioritize improvements" checkbox in the govern/production wheel screen. When checked, this would automatically re-route all production to social prod every time a colony starts an improvement or upgrade, then return to the same levels when all improvements are finished.
2. Have a "minimum prod for projects" checkbox in the govern/production wheel screen. When checked, this would reserve 1% of your production for industry/social prod. Here's why this would be a good idea: there's a minimum benefit you get from infinite projects, and you only need 1% prod to get the minimum. Most projects have a min benefit of +1 [resource], but the pop growth project's is +25% (which is awesome). Basically, I always want a planet to be getting that min from a project whenever it's not producing improvements. For example, I'll have a science planet at 99% science and 1% prod, and I'll have it building a project (usually growth); on a prod planet building ships, I have prod at 100%, mil prod at 99% and social prod at 1% to get the benefit of a project; etc etc. I don't like trying to get exactly 1% industry on the production wheel every time I set it.
2.(a) Another way to do this would be to have projects always give their minimum benefit at 0% industry/social prod; this would be functionally the same as above, with even less player attention required (no checkbox).
3. Have a settable default project for empty queues in the govern/production wheel screen. This would eliminate a lot of EoT micromanagement if you generally set your empty queues to projects.
4. Make the +pop growth project end once a planet reaches max pop. It is not too much of a hassle to scan my planet list for max pop colonies & manually change their production, but when you have dozens/hundreds of planets it really adds up. If this were implemented with the above default project setting, and you had the +growth project as the default, you could set a second default project to kick in once the planet reaches max pop and the +growth one ended.
I haven't read all of the feedback posts, so these may already have been suggested. All of these implemented together would vastly reduce the amount of time spent micromanaging. Or at least, the amount of time I spend micromanaging; this is derived from my personal experience and my personal play style, and I have no idea of this would benefit most other people's play styles. Just my $.02 
All in all I love the way the game is going so far; keep up the good work!