this is disappointing. I like several class 16 planets, or even that rare class 26. These are amazing. Not many are in the galaxy but when you find one it's like a hidden treasure. Then again I also enjoy upgrading the planets to 63 with the artifacts... I personally love managing my planets individually, I like control, I can't stand turning over a good portion of my empire to smaller auto managed states... I don't care if it takes me 3 months to play, I like long stretched out strategy games. Please don't take planet management away, please leave it as an option.
Yes I also enjoy the possibly rather obsessive business of optimising planets and would certainly second this (though I don't want my games to go on for months and normally abort with a tech victory fairly soon).
The reason that the late game in the current iteration of galciv3 can become tedious is partly or mainly because we don't have a mechanism for ignoring planets for long. Adding a five or ten turn economic button would surely not have been that hard (ie repeat economic project 5 times or 10x) or you could simply have a button store production each turn until told otherwise. That after all is what the AI essentially does when it runs out of improvements.
So I dislike the idea of not being able to micromanage small planets when I want to though I'd like a good mechanism for ignoring them when I do want to.
I see that planets of size >=10 would perhaps pass within human control. Have people considered the effect of the AI governor choosing to undertake terraforming which increases the planet's size.?
Personally I don't care about combat at all - or planetary invasions - as long as they are consistent and sensible though of course many other people do and they should certainly be catered for (the fortified phalanx in fort on mountain causes battleship bombarding it to explode in civ2 I found v annoying).
Anyway, this is a ,lovely franchise and I look forward to Galciv4.