Small Update:Completely ripped out the resource/goods system as It was really irking me. I am Implementing a new system, where you have finished goods, and raw commodities. The planet panel tells you what resources are abundant on the surface and the atmosphere. The surface elements show you what goods you are going to get automatically from a region there, and the atmosphere elements are for terraforming/liferating purposes.
Here's the resources of Jupiter.
Regions will automatically generate resources from these depending on many many factors, including population, infrastructure and industrialism. Of course some elements are very rare, e.g. Uranium, Tritium so you will have to build/expand special industries to get those because it's extremely unlikely a planet will have a large percentage of Uranium.Here's the production screen, showing World Market prices for everything(Blue is market price, green/red is price rise/drop, grey is how much of it you have).
(I'm well aware the choices of commodities may seem a bit random, they are likely to be changed and swapped around in future, nothing is set in stone)I've also started programming the AI, things are starting to get interesting. It's starting to feel like a game. It's just a screenshot of a debug test game, no nation will have a fleet at the game start.
Also Star maps look a lot better with a star background.