We do agree on some stuff but I would disagree with these
drek wrote:
I was thinking infrastructure improvement would be automatic and would *not* divert from the current Industry.
The max infrastructure would be capped by enviromental preference...Optimal worlds can reach the full 100% infrastructure score, the worst enviroments would be capped at 20%.
Changing focus would reduce infrastructure by 50%, changing secondary focus would reduce it by 10%.
The problem is if infrastructure growth doesn't cost anything, then there is no trade-off or flexibility in economic growth vs. expansion, militarism, or technology. It essentially removes a strategic option, do we want to get advanced technologies fast, build up a more powerful fleet to invade our neighbor, colonize, keep our people happy, OR improve infrastructure now so I can do those things later.
The only choice you would be making then in terms of production would be what ships do I want to build with it , military or colonial (unless the special buildings were numerous with large effects)
Admittedly my approach would probably have a 'slider' probably for each planet. However,
By incorporating your idea of a fixed % growth rate (which to me meand adding a certain % of the current Infrastructure level ie when at 100 you add 4, when at 200 you add 8)
All you need to say is how much Empire wide is devoted to economic growth (the maximum amount possible or some % of it ie an imperial level slider)
And then pick out the exceptions [which could probably be handled in a dev plan ie I want to build more in Mineral Focused worlds devote less to Food Focused worlds because I have a food glut and mineral shortage.]
Also by splitting infrastructure among the various Resources, and making infrastructure actually costs something, the transition from one focus to another would be smooth in terms of overall output remaining the same, but still costly and slow.
I definitely wouldn't limit Infrastructure by environment because the population is already limited by environment so that just results in a double penalty. I would limit Usable infrastructure to the population that was on the planet.. so the people COULD keep building infrastructure, but it would never get used
So my formula would have 2 parts
1. Determine the Population to Infrastructure Ratio (PIR)
PIR= Total population / {Sum for all resources(Infrastructure for a Resource/TechModifier for that Resource)}
[Basically just dividing the population among the 5 resources according to how much they are needed]
2. The Output of a specific Resource would then be
Output= (Base Rate* Racial Bonus* Environmental Bonuses* Tech level* Infrastructure Level)* Minimum of (PIR or 1)
A PIR of less than 1 indicates a planet that is 'overdeveloped' ie more factories/farms/labs/mines/banks than there are population units to work in them, caused by something like biological warfare, Xenocide, famine, etc. This would result in the infrastructure levels slowly declining automatically (unless the player wanted excess infrastructure scrapped immediately which would be reasonable if it had maintenance costs)
By changing the Focus, Infrastructure building would occur first in resources that were farthest below their target levels for the current population of the planet, resources that were actually above their new target levels would be scrapped once the PIR was less than 1. (ie once overall productivity was at its max)
Environment could/should probably limit the growth rate of infrastructure .. either by dropping the allowed growth rate or by increasing the cost of adding levels.
tzlaine wrote:Quote:
Moving the UI to an empire-wide level doesn't change the fundamental need to micromanage individual planets. You said as much yourself at the top of the post :"It's rather important to seperate game effect (where production occurs) from UI (where production is managed from)."
Yes as long as there is any player influenced difference between planets, then there will be micro ie planetary level management. However by limiting the complexity of player decisions, the micromanagement can become something which can be comfortably turned over to a macromanagement tool, ie semi automation.
FO each planet only has 5 decisions to make so far with regard to individual planets (with my building proposal)
1. Major Focus
2. Minor Focus
3. What Ships to build there
4. What Special buildings to build there
5. How much Infrastructure to build there, something that is likely to almost always be at the maximum if that maximum is reasonably low (..indeed one could have it so that least developed worlds (not necessarily new but with lowest infrastructure to population) got automatic first dibs on the imperial development money.
With Foci and Infrastructure levels, the advantage is there are no 'planetary queues' for economic development the only queues are those that involve 4. and 3. (special buildings and ships) which if they are truly 'special buildings' makes them rare dropping out repetitive micromanagement from buildings altogether leaving ships, which is another thread altogether.
Some special buildings might be very common ie Defensive structures but that is probably handleable by some simple setting (desired defense level on planet.. that then draws from imperial defense base plans like MOO1)