AILST,
Mojo is correct. The spending slider adjusts how much capacity is outputted (in the form of industrial units, "IU's", which appear as the production symbols on the Planets screen). It is set at the Empire-level, and applies to your overall production capacity, not (necessarily) planet-by-planet. You will spend however many gc's it takes to produce that % of IU's out of your Empire. The sliders then determine (proportionally) how that sum is distributed, i.e., manifested (as either Mil/Soc hammers or Science beakers).
At 100%, your Empire will spend however much money it takes to produce every IU it can crank out. That production is then adjusted for planetary-specific bonuses due to social improvements (like banks, research labs, etc.), or by position-specific traits (like +10 to your Military production).
At 50%, your Empire will spend however much it takes to produce exactly half the IU's it could crank out.
Neither setting is guaranteed to produce either a profit or a loss.
By playing around with both the Tax and the Spend sliders, you will find that there are "break points" built into the economic system. Tax Rate adjustments will produce a range of income results, with (interestingly enough) higher tax rates sometimes yielding both more income and more production (albeit, always, worse morale).
Spending Rate adjustments will frequently allow you to maintain completion of a Military/Social project, or discovery of a new advance, in the same timeframe (# of turns) while permitting "fine-tuning" of the area sliders, or budget savings. E.g., in the early game, I will frequently adjust spending downwards to 60% or less (while maintaining at Tax rate at 55%+) every fourth-turn or so, to maximize revenue and stretch out my initial treasury. By adjusting my area sliders (between Mil/Soc/Sci), I can maintain my next completion date (of whatever it is I'm focusing on) at "1" or "0" (next turn) while netting +10-12gc's for that turn.
~SDC~