1 - Get an overview of all three current spending levels (BC funding set by the empire sliders, BCs requested by planets, and BCs spent at the end of the day) at a single glance.
Programming issue - When you move ANY slider, the totals should change to reflect the action.
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Agreed, but I was also referring to values that are set indirectly on other screens - right now, some other financial values are also shown on the screen with the sliders (e.g. maint). Both of our solutions add a level of complexity, so some new value outputs might be necessary.
2 - Change empire-wide spending very quickly, without being forced to micromanage.
Easy - just change the Tax or Spend rate, these should be set for the whole empire, governors just deal with distribution.
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No argument there. Any other solutions should make sure that feature's kept, though.
3 - Have the ability to affect an individual planet's spending levels.
I thought we were trying to avoid this level of micro-management, unless you have one governor per planet which defeats the object of the exercise.
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I just want the ability - I don't want to be forced to do it. For example, if you've got a planet with super-cool shipyards, you might want it to keep churning warships 100% while the rest of your empire does other stuff. With my model, to do this, you'd have to adjust empire-wide spending, and there's no way to say "this planet go 100% military, this planet go 20% military" - it's all divided equally. (But instead of having 1 super-warship planet (100% warship) and five constructor-spawners (20% spending), you could have one 100% warship planet and one 100% constructor planet. Your method would let people have generic governors, and add special ones on critical planets like this one
if they wanted to, at the cost of having less flexibility with their other planets.
e.g. 20 planets, 5 govs (using your idea). You could have:
A) 5 govs running 4 planets each,

4 govs running 1 planet each, 1 gov running 16 planets,
or anything in between.
(Just out of curiosity - how many governors would you picture for a Federation govt in those examples you mentioned - 25 good planets, and 300 good planets?)
4 - Understand all the maths behind the scenes.
Not convinced about this, while some users have the ability to do this others don't. By hiding the maths behind the scenes, users with less mathematical knowledge are not intimidated.
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Peace Phoenix has it dead on:
"MOO ... MOO ... MOO ... "
(Well, I assume he meant MOO3, but saying it exactly three times makes it clear that's what he meant

)
I don't think users should have to read through profit and loss statements every turn, and have to work out huge calculations in their head (or, heaven forbid, alt-tab out to calculator just to play a friggin game...). It's a game, not an economic simulator. But they have to understand the basics of the system - "If I push this, that happens."
Basically whatever solution (if any) is adopted has to be a compromise.
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Agreed. I'd just like to hear from some others on which of those points they feel is most important, and which ones they don't really care about. Of course, if I've forgotten something important on that list, anyone can feel free to add it
[edit: aaaaah! the quotes! the quotes!]
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