what about a multiple production just like gal civ
civ prod and mil prod at the same time
It has multiple production of the usual BtS mod sort: if you finish something and have enough production left over to finish the next thing in the build queue then it is built on the same turn. Being able to build more than one thing at the same time would not really be helpful - it would have about the same effect as doubling the production unless you split the existing production between them, in which case you get nothing you don't already have except it would be worse. Getting 2 things in 20 turns is worse than getting 1 thing in 10 followed by another thing in 10 since you don't get to have anything done after the first 10 turns, so get no benefit for 10 full turns after you have some benefit in the sequential method.
add generals and specialists
Maybe. Great people,including generals (probably called Great Admirals) would be easier than specialists due to the way FF (P or not) does things.
final frontier seems to produce slower than regular civ
In general this may be true. Part of it is that at any given point in the game after the first era you are likely to have fewer star systems than you have cities in regular BtS on the same sized map so your overall output will probably be lower. But it may also be correct for each individual star system compared to one (non-tundra) city.
You can usually build planetary defense ships pretty quick, or often more than one missile in a turn, and invasion ships are pretty cheap too. Squadrons are not very expensive either. But some units, especially battleships, are quite expensive. Some buildings are pretty cheap for the first one, but the cost escalates as you build more of them in that star system. So once you get a few buildings built that does tend to slow down a bit.
I think the research speed is too fast 926 turns left researching quantum power
on Prince
Marathon
You are probably correct. I have bumped up the research costs a couple of times, particularly for the later techs, and added some techs (like the new Advanced Shielding tech that you have to get before you can build Omega Battleships and such, but it is not required to get to quantum power) but it should still be possible to get through the entire tech tree before the time victory would take place without much difficulty. Although it would slow you down a little if you didn't do the next thing:
no pirates don't need a bunch of unnecessary battles
especially when you can just make training compounds and zealot compounds
They are not exactly unnecessary. They force you to build more units than you otherwise might, which means you build fewer buildings and therefore probably have a slightly slower tech rate and production output that you do without them. They also tend to sever trade routes, which also slows down your economy from time to time.
They also give you something to do and make exploration riskier, especially for a scout ship, and make it so that you can't get some of the goodies with a scout ship (unless maybe you are the Avowers and get lucky with an attack using a promoted recon ship).
These days I generally play with the new Reduced Pirates option on to cut the number spawned in half. In the first era you see very few pirates moving around and attacking star system since they still like to sit on wreckage and inhabited planets and there are just as many of them as always, so the number left roaming around is actually well under half as many even though the total number is halved. Once the second era pirates show up they become much more active, but still much less than without the option.
I have one real civilization Earth which has some very large planets
New Earth tends to get off to a good start due to their trait.
red syndicate is the only that makes sense to be some of the others have penalties
The others have benefits that make up for the disadvantages, generally. A lot of people seem to like the Forge: more production but a slower start.
why does the tech tree have the fall of Earth story on it?
Because that is the way it is in regular FF.
does Earth get a double food bonus
how else would new Earth get 34 city not that it could ever use all that
No. They only get what it says they get. It is pretty easy to get a city up to a population that high, but it is frequently pointless because there is usually either not enough happiness for them to all be working or not enough places on the planets for them to be working. But in some cases you can have that much population working, especially if you have access to the Religion value.
if specialist were available that would help being it so easy to have more people available than working
True. Which is why they might get added at some point. But it is tricky.
any maybe even corporations too
Maybe. Maybe not. To some extent they would just make things worse since each corporation would need to have some sort of output: production, credits, culture, research, whatever. This would mean the tech tree would be in ever greater need of rebalancing and the production rate could get pretty messed up too.
also trade income seems to be based on pop size not commerce output
It works the same as in BtS, except for the +1 food and production the Red Syndcate gets for each trade route.
The base value of a trade route is based on the population of what it is connected to, just like in BtS. Higher population means higher base value for the trade route. It is also a bit easier to get trade route modifiers in FFP than BtS, a lot like having all your cities be coastal in BtS only more so, and populations also sometimes end up higher too. So the base values often end up a bit higher and the modifier acting on that base is also often higher. On the other hand it can be harder to get and maintain foreign trade routes since there are no rivers, coast, or ocean to trade across - only routes work. If you play with pirates on, those routes sometimes get severed.