Something that really bugs me about a lot of 4X games is that their in-game economies are incredibly simplified. To a certain degree this is okay, after all it would be unreasonable to ask the designer to create a living system within the game, as they have other priorities. I feel like there's a certain level that's required to create a sense of realism, because, after all, intra and international trade is a massive part of the global economy. What really kicked this off for me was the difference in how Distant Worlds: Universe and Stellaris handles trade, where in DW: U all resource collection is done autonomously by civilian businesses for use in your empire, and traders will move between planets shipping resources where they are needed. But in Stellaris you have control over almost all resource production and every month it just goes into a big pool. This can make a difference in-game because in DW: U targeting civilian trade is a viable strategy because it deprives the target of tax income and needed resources whereas in Stellaris that isn't nearly as effective in the mid to late game because by that point you're so full of minerals and credits that only a huge swathe through your production areas will really cripple you.
I suppose what I'd like to ask is this: Is this difference a bigger deal than I'm making it out to be? Or is something like civilian trade and its simulation really an important part of making a good 4X game?