I need a fairly simple and abstracted archeology system for a 4X.
You discover ancient ruins on planets, these can be of one of 3 ancient races. Then you start excavating, each ruins can be excavated up to 9 times (dimishing returns). The type of ruins determine a chance of what kind of goodies you discover. Most of the goodies come into a form of encrypted datacrystals (you get the reward once you decipher the datacrystals/examine relic/etc).
First question: how archeo resources are allocated? (mechanic and the interface) The player should be able to say "I want to excavate ruins of race X first" also "decipher me datacrystals that contain weapons schematics first". I'm not so fond to micromanaging this (like a list of ruins with "excavater" button next to it) I would rather see some priority system. Also I think there should be one archeo resource like "100 archeo actions per turn" and excavation by one level takes 25, deciphering a datacrystal 80 points, etc. Something along these lines I think (it could be handled different way, all I care about is so the player can make a decision here and it's not micro heavy).
Second question: I want the player being able to excavate ruins on alien planets as well (the game is asymmetric, AI does not deal with archeo). Like you have "green accessibility" ruins on planets you own, "yellow accessibility" ruins on planets near your empire and/or on friendly aliens worlds and "red accessibility" ruins on far away/hostile planets which are excavated only if absolutelly necessary. How to make these harder to excavate?