Your exampole is a little flawed, in that you are thinking about the scales in reverse, MASSIVE Power Source, tiny bicycle (building).
In FTTW there would be a maximum capacity for electricity, long before you reach a maximum capacity of the buildings to use the electricity.
Also, if you turned off 1 factory over another, the owner of that factory is not going to be happy as he loses money, the employees are not going to be happy because they are not getting paid and therefore cannot eat.
Simply turning off a building doesn't make the underlying problems disappear.
The final goal would be like the standard 'specialisation' concept of bts, where you don't have the time to build everything everywhere, so you need to prioritise, labs or factories, farms or mines, etc.
Obviously in an ideal world we would have perfect customised systems for every idea, but like you said, who is going to code it.
The system I proposed makes use of mechanics we already have to simulate the concept of very limited supplies, and the need to 'manage' your expansion and usage carefully.
All that the current system needs is something to help the AI not kill itself because it is working from the assumption that all bonus resources are good.
We were able to save the pop. usage system with a few lines of code.
What I am thinking now is can we implement an AI 'safe guard' for this concept, again with only a few lines.
Something that tells it to check the bonus a building makes before or after it builds something, if that bonus has a bNegative = True, check it's Negative Fix list and prioritise acquiring those resources unitl it reaches a 0 or positive balance.
So that it doesn't just keep building negative bonuses constantly and crashes it's economy.
In FTTW there would be a maximum capacity for electricity, long before you reach a maximum capacity of the buildings to use the electricity.
Also, if you turned off 1 factory over another, the owner of that factory is not going to be happy as he loses money, the employees are not going to be happy because they are not getting paid and therefore cannot eat.
Simply turning off a building doesn't make the underlying problems disappear.
The final goal would be like the standard 'specialisation' concept of bts, where you don't have the time to build everything everywhere, so you need to prioritise, labs or factories, farms or mines, etc.
Obviously in an ideal world we would have perfect customised systems for every idea, but like you said, who is going to code it.
The system I proposed makes use of mechanics we already have to simulate the concept of very limited supplies, and the need to 'manage' your expansion and usage carefully.
All that the current system needs is something to help the AI not kill itself because it is working from the assumption that all bonus resources are good.
We were able to save the pop. usage system with a few lines of code.
What I am thinking now is can we implement an AI 'safe guard' for this concept, again with only a few lines.
Something that tells it to check the bonus a building makes before or after it builds something, if that bonus has a bNegative = True, check it's Negative Fix list and prioritise acquiring those resources unitl it reaches a 0 or positive balance.
So that it doesn't just keep building negative bonuses constantly and crashes it's economy.