I would to have disagree with this. A game in some sense has to replicate, to a certain degree, to real life. In real life, I can choose to whom I want to give my money to. If I have $100 and I have 2 kids, I can give 1 kid $80 and another one $20, since the kid whos receiving $80 is older, hence need more money. It is so illogical that each time I have to split and give each of them $50. Another example is I have 2 factories in 2 different countries producing bagels. If for some reason the demand of bagels for country X has become 0, then I can choose not to operate that factory, sure I have to pay for like fixed cost (maintenance, etc), but I dont have to spend money on production. |
Let's look at your example here:
Let's make that 3 kids (as this more directly resembles the game)
You can choose to give each kid $33. (equal distribution on the sliders)
You can choose to give 1 kid $99, another 1$ and the last nothing. (user selected balance on the sliders)
You can choose to take that $100, put 50% in a pot and then share the rest out as a factor. (industrial capacity slider)
This is all in game. You can further micro manage a planet to focus it on what you want it to do. You aren't obliged to give each kid $50... that's just not true!
What makes this confusing is that you have (to continue your example) 3 children in multiple families (planets) that you are giving $100 to each family and setting an overall distribution method. Let's say you have 20 families - you could give that $100 to each family and tell each family how much money each of them would get.... i.e. a lot of work! Or you could set an equal distribution spend across all the families based upon the age of the children - i.e. Prioritise which kid (social/military/research) you want to receive more.
With the factories.
If the second country's demand goes to nothing but you choose to maintain that factory, there will still be a lot of overhead costs that are beyond the remit of maintenance. What about all the staff? What about property tax? Industrial tax? What you would probably want to do is to close down that factory (i.e. Decommission factory in planet screen)
First of all.... it is not a perfect system but it does cut down a lot on micromanagement. You can still go into planet screens and micro manage them a little if you want to. This is mostly, I feel, because the game is about galactic or empire management.... I set overall policies, not individual ones. Individual ones are emulated by the focus button on each colony.
However, it *is* clear that you don't understand the system. There's nothing wrong with that and it does come back to the OP's first point about documentation. If you were given a clearer documentation you would have understood that your examples are already there within the game context. However, I am not privvy to secret knowledge... no one sent me hidden files to understand the game, I achieved the knowledge through a) using the manual

looking at the mouse overs and screens in the game c) experience from playing. There is a learning curve (thank god because I hate simplistic games) but it is far from surmountable. Not only am I not privvy to special information, I am also not particularly endowed with vast technical understanding. I play from a very abstract perspective on an I Dont Need To Know basis. Even with my flaws, I can enact fiscal and production policies that match the strategy I am employing... it really isn't rocket science!
I personally vote for the OP to play some more before returning it.... play it, look at all the governer screens, look at the details and summary screens on planets.... look at what happens when you drop a factory on a 700% manu bonus tile. I am pretty sure it will be self evident over time what is happening and you will learn to tailor it to your goals. Hopefully, you will also have some fun along the way!