Really awesome game. Thank you for all of your hard work.
Some suggestions:
Allow Fuel Refineries and Maintenance Fascilities to have 'targets' instead of on/off:
Refer to: Economy_CivEco_FuelAndMaintTargets. png
Change the "Stop / Start" button ("Economy -> Industry") for the Fuel refineries and Maintenance fascilities to "Manage" that opens a pop-up.
In the pop-up have a target number to enter. While the respective stockpile is below this number, the respective industries are on and working. If above, they stop.
Two quick action buttons for "Stop" (limit = 0) and "Max" (Limit = 2 billion or similar big number). Default is "Max", i. e. if you build some industries they will process non-stop as far as possible.
Clearer indication for text fields that can be edited:
Refer to: Economy_CivEco_TextInputStandard. png
For all text fields that can be edited (and are meant to be) give them a bounding box, so it is clear they are an input and not just info.
This would make them similar is style to buttons, so it is more intuitive what can be changes and what cannot.
Alternatively make fields that are not inputs non-green, and keep green only for input items.
Civilian Mines, busy purchasing post-fix indicator
Refer to: Economy_Mining_PostfixBuyOrTax. png
In "Economy" window, on the left where the planet list is shown, for all civilian complex that minerals are being purchased from, add a (P) at the end of the name. (Behind the CMC)
This would make it much easier to easily spot where we are purchasing or not.
Alternatively, do the (T) for Tax instead. I would suggest only doing one or the other, since it is easier to spot a shape (lack of a letter) at a glance than differentiating between two letters. (If both P and T are post-fixed. )
Civilian Demands and Supplies UI
Refer to: Economy_CivEco_DropdownRelocate. png
In "Economy" -> "Civilian Economy" for the supply and demand dropdowns (where you pick the installation), move those dropdowns to within the popup.
In the case of doing a modify, make the field read-only.