Well, if you ran out of resources, you obviously didn't plan your fleet perfectly, now did you?
everyone would eventually run out of resources if that was the case, not just the big spender.
which makes that resourcing strategy just plain stupid. (win before your resources for maintenance run out!!!) boring.
"Military Planet", "Economic Planet", "Research Planet", "Player Control", "Do whats best"
I want in-betweens
welcome into the era of sliders! just create
on sliders, from conservative to spendaholic. additionally each planet should have access to a certain amount of resource that you alot to it (say I give planet Flatulent 30,000 metal, 20,000 crystal and max it out on research and resourcing operations and conservative on everything else, it will spend only maintenance and liminal expansion on the conservative operations and max out the paycheck on R&R)
this way you can reduce micromanagement of dozens of buildings down to micromanaging the coffers of a few planets, all you would have to do is decide when to fill the coffers of a planet, and any of said filling would be pulled immediately out of your empire coffers and spent as needed.
of course you can have special-orders, for you hands-on folk.
thats my 2wo cents
I for one am in favor of limited planetary resources
just pointing this out: unless you want a game to be limited by the maximum resources everyone has then this will fail.
what will happen is that everyone EVERYONE will run out of resources eventually, making this a hide and wait game, rather than an RT4X. with a dynamic soft cap the ONLY resourcing strategy to provide maximum resourcing strategies is to make infinite resources that are in limited excavation.
i.e. you can't build thousands of precious metal mines on a gas planet and expect to get a lot of returns, you can get SOME returns, constantly, but the investment will have been very poor.