(censored) (censored) (censored) (censored) internet connection!
That's 15 minutes of life wasted. And of course the oh so helpful "server not found" error message came up the split second before I pressed Ctrl+c to save the post!
Anyway, skimping on the detail as I'm not typing it all out again right now...
For research and social/military there are again two multipliers, aside from the obvious slider ones.
1. Buildings...for research this is tech capital, omega research (which appears to be planet wide NOT civ wide as claimed). For manufacturing it's the manufacturing capital alone (I think...I may be forgetting some of the other superprojects)
2. Racial multiplier...whatever is displayed on your civ stats screen (which is inherent+political party+researched techs bonus)+(oddly) any starbase bonuses covering that planet.
Again, bonuses within each class are additive not multiplicative, so a 20% bonus and a 30% bonus gives an overall 1.5 multiplier, not 1.2*1.3.
Then the production and research on a planet, assuming NO planet focus selected, is given by
Relevant production points (ie research buildings for research, factories for military/social) provided by buildings on the planet*spendings sliders*buildings multiplier*racial multiplier
Things I haven't yet figured out or have yet to investigate:
1. What's going on with rings/moons. The 10% bonus they're supposed to provide doesn't seem to get added to either multiplier, nor does it work as an individual multiplier. As a stopgap, taking HALF the bonus and applying it to one of the multipliers (either one, but not both) will be a little more accurate than ignoring the bonus altogether. I suspect this comment will also apply to any bonuses or penalties resulting from colonization and other random events.
2. How planetary focus changes things.
3. How mining resource bonuses are applied.
LOL! Seems like I am typing most of it out again after all! This time I've Ctrl+Ced it. Of course, this time it won't crash!