OK, I think I can summarize some of the various ideas
I think the simplest way to think about this part of the econ model is
Infrastructure Rating*(Everything that is going to affect the economy and does Not affect Max Infrastructure) -> Output
Because everything that affects output does so by either affecting the max Infrastructure or the Output of current Infrastructure (referred to from here on out as output efficiency).
For How the Infrastructure is generated
PART I
What should effect Max Infrastructure?
Note: Effect of choice This is the thing that will NOT give a quick immediate benefit to Output, but will require investment of (whatever is chosen for Part II) before an economic benefit is chosen
Any combination works (except of Nothing)
Nothing (Infrastructure is a 0-100% rating the same for all conditions)
Population
Technology*
Race Picks*
Planetary Environment*
Wonders*
Government*
Because these all come in multiple types, it is possible that some of these may affect max Infrastructure and others may affect Output Efficiency, so only pick those that dominantly affect max infrastructure
PART II
What should Infrastructure Growth Require/ie consume?
again in any combination, but None is no longer an option
Time**
Production**
** The Amount of these two that is required for Improvement may be affected by other factors like population, planet size, Leaders, Wonders, etc.
My Infrastructure Model would be
I. Population+Technology+Focus (maybe others) Not Planetary Environment [I feel that shouild stay in efficiency]
II. Time + Production
Concerns with production required for development
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Hrm. That would involve a slider or a slider diguised as a queue item. It opens another can of worms as well: what if I want Planet Y to recieve resources, but not Planet X?
Infrastruture was never meant to be the result of economic investment. It's just a gauge of how long a planet has been in the empire and a number to guage the effects of tradegies.
Economic investment comes from researching economic techs, Build Projects, building colony ships.
If you want Planet X to receive resources, but not planet Y, then they need to be working on different things, if they are both working on their 'sliders/infrastructure' then they both have equal priority. But if X is working on a Building/Ship and Y is working on its 'sliders'... then the priority is set on the Imperial queue by saying what gets priority 'Sliders' or particular Buildings/ships. (If Both are working on Ships/Buildings then the priority is set by setting the priority of those Ships/Buildings...of which there won't be too many.)
If you want your Economy to be growing at full speed no matter what, then you put the 'Economic Development' at top of the queue. If you want some ships/Buildings Now because they are more effective at boosting your win/survival chances than some economy, they go ahead of 'Economic Development'.
The problem with your forms of economic investment are two fold.
1. They are all too individual, If I want economic development to be a certain priority, I should just set it, instead of going searching around for new techs, barren worlds, and buildings.
2. Two of those, Techs and Colonies, shouldn't be economic Investment but economic Opportunities for investment
I don't see the problem with an Empire wide setting (slider or "slider disguised as a queue item") Admittedly Sliders per se are ineffective (given the 100/0 being the most efficient settings) but queues solve that problem. The point is they allow a simple setting of Strategic game choices.
We could have shipyards pump out ships automatically with the type+quantity of the ships being based on the Wonders you have built and the Leaders you have assigned to that world. That might make for an interesting card game, but it would not feel like managing an empire, but a card game. Techs could be gathered like spells in HOMM, each world has some 'techs' you can find there as the planet develops, and then you must send your fleets abroad to collect all the high level techs from developed worlds.
No instead we say how many ships we want of what type and what priority each group of ships gets. We determine how many planets are Research Focused and we add techs to a queue determining which ones we get first. These are simplified decision making mechanism for simplfied decisions. They allow strategy to be maintained, and allow the adding of the occasional card game elements, but they don't make a game within a game... The Economy should not take That much time trouble what ifs.. The question should be can I bypass getting XYZ sooner to get a generically bigger economy or do I need XYZ now. Yes/No That says where it goes on the queue.
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There's not much point in having a "Develop To Full Colony" building project for a new colony... since this is obviously the first thing you're going to do, and thus isn't really a choice and should be abstracted somehow.
That is the problem I am trying to solve.. the effective elimination of the choice... You are obviously going to make every colony a 'Full Colony' The issue is if that is the First thing you are going to do. Perhaps it is more important to get ships to defend that New Colony, and if the cost of development is enough and production shared, then Developing New Colonies (rather than just making them) can actually limit your ship production. Of course New Colonies are likely to have a limited amount of investment that you can put into them, but developing many half developed colonies could be a serious drain on your military capability.