I do appreciate the improvement to the tooltips in 1.1, but I do think that the planet governance screens could do a LOT better job at presenting the information and controls to players (especially new players). There are some fundamental weaknesses in the current UI screen layout, regardless of that it is very neat and pretty. How many times have you seen a newb say something like "Why should I worry about population. I will just build factories". This type of misunderstanding is only too easy to make because the game doesn;t present the information to the player in way that is intuitively understood.
1. The most important resource on a planet is POPULATION. Yet it is a tiny little number in a sidebar at the bottom of the screen. Population should be the first and biggest thing a new player sees on the screen. It is what he draws on for colonies and troops, and what drives the production levels of the planet.
2. The second most important thing to see on the screen is APPROVAL levels (despite it's current weak implementation in the game). The approval level, discontent level, rebellion level, etc is what modifies your population stats and determines your final PRODUCTION (and potentially whether your planet will rebel, or defect). Very old games like Civ and SMAC got it right, with a row of smiley/sad faces so you knew immediately where your planet was at.
3. The third most important thing to see on the screen is RAW PRODUCTION, which is a function of population and approval.
4. Next is the ALLOCATION of production to either manufacturing, research or wealth, and the display of the result in raw production numbers,so the player knows exactly what he is doing. I find the circle okay to manipulate, but i don't think it's the best visual way of controlling and displaying a planets focus. The marker on the circle is tiny, it's prone to pixel hunting, and it might not be intuitively obvious to some players that moving it on the edge of the circle is what locks out one or more resources. I would have preferred a set of three linked sliders, with a lock icon, so you can adjust any one value, lock it in place, then adjust the others.
5. Now, display the raw production allocated to manufacturing, research, wealth values, the bonuses applied as a result of planetary improvements, and in nice large numbers, the final resulting values for wealth, research, manufacturing.
6. Have the social/military slider directly linked to the manufacturing section, where it belongs, because this slider only effects the allocation of the final manufacturing value, and not the raw production of the planet.