The idea is not a new one, I had it some days ago ...
I call it planet grid, areas and layers ....
The planet grid should be an important coordinate system for the planet.
Here is a 3D planet grid but the game has a 2D planet, so it gets a 2D grid with a mask by the planet radius. The grid nodes have a specific distance to each other, and border nodes must have the half of this distance value to the border to be visible.
The planet view is very simplified view, because it ignores that planets are spheres. We have the area of a circle with a grid. And the player can put his factories / offices onto it. And the planet grid should contain nodes for distributors and other related objects the player can use in his planet business process.
Ah I have it, we can add an object for every game function, like an investment center for the investment functions, and a mafia / politics center and so on. And if the player has the focus on a specific planet he can press a hot key to navigate / zoom (more) in to the related object.
So a combination of the planets and planet view is useful to use the zoom function described for the plantes view in both views and to display more planets if the zoom level is higher, and to display more planet details if the zoom level is lower. That needs some more display logic indeed and the texture resolutions for a planet must be far higher than currently. And trade/extension connections have to get a space (connection) outpost to handle trade/extension ship traffice or something like that there. And another idea, maybe the player can use mercenaries for transports from space outposts ...
The grid nodes should get an additional information, about a grid area type with a specific radius, and each area type has another texture. So we can create planet maps/grids out of definition files with area information. It might reduce the effort to design area textures than a whole planet ... we need one set of area greyscale images and color overlay images for each planet only ... The area type should have an impact on the game mechanics ... like water is a non-build area ... and the planets can have different sizes ... but it needs a planet editor/builder tool to create json files with such a high amount of data, e.g. if a planet have 500 grid nodes or more ...
... so we can have object related data and area type related data for each grid node yet. Aaaand, we have layers, one, two, three, ore more, I do not know, but each layer needs more grid node data related to the layer.
Layers are like the Sim City data layers we can use a type of color map with color levels for each area/grid node and can replace the planet color layer images with different data layer color layer images depending on data values and each layer has another data source.
So layers can have data like in Sim City e.g. crime, so it is more like a Sim Earth in relation to this feature ... the layers visualize e.g. the effect of different problems for the own business on a planet more or less high in different zones. The different data / layers types can have different effects on the market, if they are higher or lower ...
Open for comments ....
I put it on the alpha1 milestone, but not all features of it can be implemented there, so I will to open a new issue for further implementations after the alpha1 milestone.