Arioch wrote:Another way to do it is to have additional resource types, such as food and metals, and associated infrastructure (farms and mines), so that you can have specialized agricultural or mining colonies. You can also have special resources, similar to those in Civ III-V, that could make otherwise marginal worlds world putting a small colony on. Food and metal resources could be transportable, but I don't think factory production points are really something that should be transferable. Internal distribution of resources could probably be handled automatically by the trade pool freighters (in a manner similar to MOO2), and foreign trade routes could be something that are manually set up (perhaps being built around the special resources).
These are changes that we plan to make to the strategic model in the future.
So in this model would metals be consumed to create production points, or provide some sort of bonus? I agree that the process should be mostly automated; at most it should be orders to the point 'planet X should export production/metals/whatever, planet y should consume as much as it can'. Or even just anything above immediate need is automatically exported to worlds were demand exceeds local supply. Either way I think some sort of system like this would definitely help.
Special/Strategic resources would also be a good addition, though I'd try to make them less absolute than the Civ series. So rather than 'No missiles without Uranium (or whatever)' maybe it could be 'each Uranium resource reduces the cost of missile weapons by a certain % (up to some limit)'.