While working on the UI for planet screen, I noticed that there are a lot of managing for a planet. First, there's the regions that you develop, as well as buildings for it and specials for them. Second, there's sliders, one for each region type.
I'm also working on the underlying data structure for the economy system, and I'm having issues with having both regions and sliders. There are three types of outputs: Outputs that are generated automatically by population (similar to MoO 1/2's BC, each population creates BC automatically, regardless of what output they are in), outputs generated by population (you assign them to do this output via slider), and outputs generated by regions. I've been trying to brainstorm on how to handle this in the code. Then I realized something.
It's too much micromanagement for marginal benefits. Which would be easier, telling your planet to develop 3 farming regions then forgetting about it. Or telling your planet to develop those 3, then when they're developed, assign a segment of population to that output? What's the difference? The ability to "overproduce" that's already punished by inefficiency? The ability to assign to different outputs for a slightly increased output of a type? Those are insignificant in the grand scheme where you have 100+ planets.
So I'm going to rip out the sliders idea from the regional system. There won't be sliders, and the outputs will be calculated automatically based on the available resources and the population size. Let's say that you have a planet with 6 regions, and 3 are farming, 3 are undeveloped. It can hold 60 Humans, but have only 30 humans. Therefore, it is operating at 50% efficiency (30/60) across all regions. So each farming region outputs only 50% of its optimal output, and the undeveloped regions are outputting nothing. In order to get the most out of a planet, it need to be fully developed (all regions developed), and fully populated. That is a simple concept that players will understand.
Also, if it happens that a planet have more population than it can support (120/60), then it will use the inefficiency formula across all the regions. This can occur if a disaster strikes causing the planet to degrade to another type, or you landed more people than it can support. Population growth will then go negative.
So the "Population Allocation System" is now just regional systems similar to MoO 3, but in that population aren't restricted to a region. I still plan on "Output Allocation System" where there's sliders, but there won't be regions (similar to MoO 1) later after the basic game's done.
This should be a lot less micromanaging, and you can assign regions from planet list screen as well. Each region can have improvements and buildings to improve its output.