Thanks for a grand game!
1) On the point everyone is making about the number boxes for peddling money/influence:
It works fine, just it seems everyone would like 'Overwrite' the default behaviour, instead of 'Insert'.
I would add further, allow the space bar be used to overwrite without causing problems, eg Changing '100' to '10' by typing '10 ' (one zero space) instead of having to reach for the delete key. Allow the keyboard insert key to still toggle between entry modes.
2) On the planetary screen, a UI change.
Instead of clicking side arrows to change the method of sorting, allow a drop-down list instead so choosing a desired sort option is only two clicks instead of one+. In order to reverse sort an option, perhaps a check box to the right of the drop-down list that, when checked 'on' sorts the list in reverse and when checked 'off' has the list sorting normally (ie the default way it is now). This way sorting the list is a maximum of three clicks. Perhaps also do the same thing to the ship list to keep things consistent.
3) I'd like to vote for governor sliders.
4) Vote for a lockable slider with the spending to make adjustment easier.
5) Vote for sliders moving in relation to each other ala CivIII as suggested by others (more intuitive relation-ship wise between the sliders).
6) Vote for idle production to be returned to treasury (not to other planet's production) (dunno why, this seems fair and more of a challenge balancing spending).
Further to that, there perhaps should be a penalty for returning budgeted production to treasury for idle queues, perhaps on the order of:
1st government form: 35% spent, 65% returned to treasury (imperial control)
2nd government form: 45% spent, 55% returned. (more corruption with new government form)
3rd government form: 30% spent, 70% returned (maturing society)
4th government form: 15% spent, 85% returned (mature society).
Perhaps use the above suggestions as a base and further adjust what is spent, what is returned by the morality of the civilisation. More evil = more corruption (thus more spent and less returned to treasury) to an extent. More good = less corruption (honour, honesty, etc being prevalent morality). The more evil or good, the greater the adjustment.
Perhaps for evil civilisations, make planets further away from the seat of power (planet where government is based) more corrupt and those closer less corrupt. Stationing of powerful units over a planet reduces corruption a wee bit. Make things tougher for being evil >
Enough from me for now, hope this post is of help.
Damian
~SDC~