Sigh, my account got so messed up I was unable to post anymore so I created a new one. Just in case you find the type of questions strangely familiar :)
I'm making a game (Pocket Space Empire, there was a topic about it) and the premise is no micromanagement and abstraction/autononomy instead of automation. So, in short, I'm making planets "hands of" (the player does not build buildings there).
My first attempt was to make generic buildings (farm, light factory, heavy factory, mine, powerplant, city) which are built by the AI governor (where player can set only specialization of planets and give edicts on what to focus). It's not that bad, but...
I'm wondering, wouldn't it make more sense to make instead "development levels"? Like infrastructure level 3, mining industry level 5, etc?
Especially "farms" make low sense... I mean, in real life you don't build farms (it's not a building) but use the land. The amount of land on a planet is fixed (can be increased by drying swamps and the like but this is still limited). And then, once you have covered all the areable land you start to upgrade the farming capabilities (irrigation, fertilizers, harvesters, climate control satelites). So you kind of have two variables: % of land being farmed and level of the farming where land farmed is limited by the planet itself (size, climate, geograpghy) and by population (required farmers) which is rather small limit since around 100m pops on a planet you should have all farmers you would ever need (farmers pop is quite low, assuming mechanization). This also means I would need to track the occupation of pops.. Argh!!!
Help me sort this out :D