Population affects production which pretty much affects everything.
Production = 2 * pop ^ 0.7
Your production then is allocated to wealth, manufacturing, and research to set your raw research and manufacturing.
Your raw manufacturing is multiplied by your bonuses.
[Assuming I am not running any projects].
If one checks the output boxes on the bottom left of the colony screen, you will see the bonuses listed for manufacturing, research, and wealth. Also you will see Raw Manufacturing, Raw Research, and Income in each respective box. (Why the last isn't called Raw Income I don't know). If you take the raw numbers and multiply by 1 plus the bonuses for each output you will get your actual production. Furthermore, wherever you put your cursor on the production wheel, the TOTAL of the three raw productions will be the same, and it will be split according to how you allocate to the three types of output. Easy enough, every time I have checked it is spot on.
So the only real trick is to figure out what the actual "raw production" is. There is a big problem with distinguishing between manufacturing and production, which are quite different. Production is the raw output, manufacturing is how much manufacturing you get. Confusing at best. But not only that, there is such a thing as "Construction". Which is sometimes Production.
Illuana has given a formula based on the entries in the file GalCiv3GlobalDefs, which gives the exponent as 0.7 and the multiplier as 2.
First, the raw production is affected by a multiplier that depends on the approval (the approval to production curve). At 100%, it is +25%, which I mention because that is the example I will show. Other values are listed in the GlobalDefs file. So this multiplier needs to be applied after the above calculation. So at 100% approval I guess that
Production = 1.25 * (2 * pop ^ 0.7 + bonuses to raw production) (FYI, at 50% approval there is no bonus, and below that there is a penalty or negative bonus).
Second, there are various raw production modifiers. For example, a colony capital gives a flat +5 to total production. A Durantium refinery gives a flat +1 to total production. A racial trait, productive, gives a modifier to the raw production, depending on whether you take the first or second choice. A starbase factory at level one gives +1 Construction. And this latter does factor in because if you look at the raw output of a colony and destroy a nearby starbase factory, the raw production will decrease. In my observation it decreased by 1.25 per factory, suggesting it was being multiplied by the approval factor.
For example, from a save game I check a colony that had population of 4.0. It has an approval bonus of 25%, a colony capital bonus of +5, and a Durantium Refinery bonus of +1. (Curious that if I destroy the refinery I lose 1.5 to raw manufacturing instead of 1.25 as expected. Oh well). There are three lvl 1 factory starbases nearby. A racial trait of +1 to production (good question as to whether this gives a +1 to Raw Production as well as +15% to manufacturing...I am thinking it does!) gives a +15% bonus to manufacturing, and it has a reported Raw Manufacturing at 100% manufacturing of 19.1. Question is, how to get from this data to 19.1.
My guess would be 1.25 * (2 * 4^0.7 + 3 + 5 + 1 + 1) = 19.09 That's pretty close. (3 SB factories, a colony capital, a +1 production trait, and a Durantium Refinery). But problem is if I destroy the starbases and the refinery the calculation is now wrong: I get 14.1 instead of 15.3 as shown in game.
My question is whether any of this is correct and my suggestion is that things ought to be labelled much more clearly.
I think it is about time for someone to give the accurate formulas that calculate the Raw Production. Never mind the effect of projects, which is a different can of worms.
FYI the system example:
