BUILD  QUEUE  MANAGERS

and

SCRIPT FILE GENERATOR

V.002

By

Thumper

© 2003  and placed into public domain under GNU-GPL

Note:  I posted a short example of the Planetary Build Queue Manager on the FreeOrion.com forums in early July 2003.  This is a full version with all of the management tiers in place -or- at least all that I could think of at the time of writing.

The following is my first rough draft of an intelligent Build Queue Manager (BQM) and Build Queue Script File (BQSF) Generator to be used in new Turn Based Games (TBG).

Also Note:  The following looks complicated at first glance… It IS!  All I ask that it be studied before posting responses.  I have tried to lay it out in a logical progression with a lot of notes for clarification and in some cases a lot of redundant notes.  Enjoy  

I know that there are items missing that I haven't thought of or in some cases totally STUPID steps that seemed right at the time…  

Thumper

************************************************************

Background:

Most TBGs have serious problems when the player must start managing all of their various Build Queues (BQ) in the later stages of the game(s).  They start spending most of their time just going thru the BQs in order to have the game play the way they want it to and not the way some non-game playing bean counter thinks it should be played.  The game Pax Imperia - Eminent Domain ®™ of THQ Inc. (PI-ED), was one of the first TBGs to give the player multiple BQs for planetary development and an editor to modify the BQs and make one of their own.  The problem with Pax Imperia is that you could not edit the BQ that you created outside of the game and the in-game editor was very clumsy to work with and you could not save the BQ file and use it in a new game.

Games like Master of Orion II ®™ of Microprose (MoO2) and Master of Orion III ®™ of Infogames (MoO3), have even worse problems… the complete lack of real BQs that the player can control without having to touch them every turn.  At least MoO2 had a Military/Ship BQ (MBQ) that allowed the player to view up to 20 ship yards at the same time, I.e., on the same screen.

To counter the problems associated with the lack of a good BQ management system, or to make the program small they limited the number of items to be built and planets to reasonable … or maybe not so reasonable values.

Then along comes MoO3 with the possibility of 256 systems and each system with up to eight planets.  There could be as many as 2000 planets in the game.  And an aggressive player can control as many as 100 planets by turn 100!  MoO3 uses a system of "Development Plans" that are supposed to control the Artificial Intelligence (AI), aka Viceroys, in the game.  However the game's manual's best use is in the bathroom as there is nothing in it describing the use of the Development Plans (DP) or much else in the game of any true value.

 < A sad side note:  IMHO MoO3 was not ready to be shipped when it hit the dealers shelves and after 6 months on the dealers shelves it still isn't ready for consumer consumption, even after applying the v1.2 beta patch ! >

The bottom line is that all of these games are TBGs and all of them start consuming more and more of the players turn micro managing the BQs.  And MoO3 is extremely poor in its control of the BQs due to the lack of a good Development Plan system.  The Dev Plans in MoO3 are totally useless as several of my play testing games have proven.  I create a new game and save it at turn one.  Then play 100 turns using micro management and then 100 turns using only the AI and Dev Plans to control all planetary and military builds.  The results are abysmal for the Dev Plans and AI.  And while the game is playable using DPs and the AI, it is at least 30 turns behind where I am while micro managing with regard to Research, Ships, and the number of planets colonized.  (This may just be my selection of DPs… and I am in the process of testing my current galaxy using a variety of DPs developed by other players.  More on this later once my testing is done. )

Leaders:

1.  This isn't about Leaders so I'll keep it short.  Leaders may have their own ideas of how things are supposed to work and some may modify the players settings in the various BQs.  It is up to the player to stay on top of their Leaders and fire the "BAD" apples.  That is if they can figure out which one(s) are doing the messing around. 

2.  There will probably be a finite number of Leaders… so I propose that all Leaders must submit a resume to the player and then the player decided if he/she wants to hire that leader.  Hired Leaders step into their rolls one turn after the player hires them.  If all of the Leader slots are full, Leaders will still submit their resumes for the player to OK.  This gives the player time to dismiss the least productive Leader in their government before the new Leader starts.  The Player will also have the option of reviewing all of their existing Leaders prior to hiring a new Leader.

Spies:

This isn't about Spies so I'll keep it short.  Foreign Spies may also affect your Spending Policies and make it seem like it's your Leader's doing… BEWARE!  

Build Queues & Build Queue Managers:

From the top down the first management decisions are how much of your Imperial Taxes do you want to spend on which major items.  The Imperial Taxes are used to support you Spies, Fleets, Inter Empire Trading, Empire wide Research, Military building and Grants back to developing planets.

Basic premises:  You can only spend what is in your coffers, in the Empire Bank Account, after all other expenses for that turn are paid.   There may be some over spending allowed for emergency situations, that can last no more than two to ten turns (TBD), but this should be very costly and the deficit must be repaid within … say five to ten turns, which can also be very costly in the terms of lost production when paying back the loans.

Note:  The game will come with a nominal set of values for ALL player inputs.

Note:  The game starts out with the Empire having a random amount in its Empire and Planetary bank Accounts.  The Minimum amount will be enough to cover the game's first turn building needs.

Empire & Planetary Build Queue Manager

Load PBQS files:

Load  a Planetary Build Queue Script:    Yes  [   ]   NO  [  ]

If NO the program loads the last used Planetary Build Queue Script (PBQS) file or the "standard PBQS" that comes with the game.

If YES then load BQMS from:   BQ Scripts folder [  ]   Other  [  ]
(file manager handles these choices)

Note:   The Empire script data is saved within the PBQS file.

Edit the Empire Control Section (ECS):		YES  [  ]   NO  [  ]

<If YES goto the ECS>
<If NO goto the PCS>

Empire Control Section

Empire Income, Expenses and Discretionary Spending:

Empire Income:

Note:  These are all found on the Empire Income & Spending screen.
EDIT:  removed "sliders"

Empire Wide Taxes:  There are several types of taxes that the Empire collects.  Taxes are from 0 - 50 % of the value of the trade goods and 0 - 30% for the System and Planet GDPs.  As these controls are usually set during the game setup and then left alone during the game, the AI will have no control over these settings.

System Tax:   [0 - 30]% :  This portion of the System Taxes are taken by the Empire.

Planet Tax:     [0 - 30]% :  This portion of the Planet's Taxes are taken by the Empire.

Note:  The System and Planetary Taxes are set in the Planetary Build Queue (PBQ) based on the GDP of the planets and the effects of various types of government on various taxing levels.  ( Basically you want it as high as possible without driving your populous into revolt. )

Inter Empire Trading Tax:    [0 - 50]%  : Tax on Trade Goods between Empires.  Trade Goods require special industries that specialize in producing several types of trade merchandise desired by the other species of the galaxy.

Intra Empire Trading Tax:    [0 - 50]%  :  Tax on Trade Goods between Systems in your Empire.  Trade Goods require special industries that specialize in producing several types of trade merchandise.  The Intra Empire Trade Goods are a separate specialized industry from the Inter Empire Trade Goods industries.

Recreation Travel Tax:   [0 - 100]% : These taxes are collected on passengers traveling between systems in your Empire and other Empires on pleasure excursions.  ( This requires having resorts built on your planets or special points of interest or a combination of both. )

Intra Empire Taxes:

Intra Empire Mineral Sales Tax - Grant Planet:  [0 - 20]% :  Of Procurement cost

Intra Empire Mineral Sales Tax:   			[0 - 50]% :  Of Procurement cost

Intra Empire Food Sales Tax - Grant Planet:	[0 - 20]% :  Of Procurement cost

Intra Empire Food Sales Tax:       			[0 - 50]% :  Of Procurement cost

Intra Empire Rare Animal Sales Tax:   		[0 - 50]% :  Of Procurement cost

Intra Empire Rare Mineral Sales Tax:   		[0 - 50]% :  Of Procurement cost

Intra Empire Rare Plant Sales Tax:   		[0 - 50]% :  Of Procurement cost

Note:  "Grant Planet(s)" are ones that are receiving Grant monies from the Empire and they can be Granted a special low Tax rate on necessities.

Inter Empire Taxes:

Inter Empire Mineral Import Tax:   		[0 - 50]% :  Of Procurement cost

Inter Empire Mineral Export Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Food Import Tax:      		[0 - 50]% :  Of Procurement cost

Inter Empire Food Export Tax:     			[0 - 200]% :  Of Procurement cost

Inter Empire Rare Animal Import Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Rare Animal Export Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Rare Mineral import Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Rare Mineral Export Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Rare Plant Import Tax:   		[0 - 200]% :  Of Procurement cost

Inter Empire Rare Plant Export Tax:   		[0 - 200]% :  Of Procurement cost

Note:  There are six additional sliders that are used to limit the amount of food and minerals sold to other Empires.  Food and minerals not sold are stockpiled for future needs and can be sold in the future if desired either by the player or by using the Minimum Empire Food and Mineral Reserve sliders to control your Empire's reserves.

Also note:  All planetary excess food and minerals are sold to your Empire and the Empire controls the reserves and sales to other Empires.

Empire Food and Mineral Reserve Levels:

Empire Minimum Food Reserve:  [0 - 500]%  :  Based on your Empire's current needs.

Empire Minimum Mineral Reserve:  [0 - 500]%  :  Based on your Empire's current needs.

Food and Mineral Sales within the Empire:

Intra Empire Food Sale Price:  [2 - 10]  X  Procurement costs

Intra Empire Food Sale Price to Grant Planets:  [0 - 10]  X  Procurement costs

Intra Empire Mineral Sale Price:  [2 - 10]  X  Procurement costs

Intra Empire Mineral Sale Price to Grant Planets:  [0 - 10]  X  Procurement costs

Note:  "Grant Planet(s) are ones that are currently receiving Grants from the Empire and these Planets are given special Pricing for Food and Minerals until they are no longer receiving Empire Grants.  If the Price is set to zero then the Grant Planets will not be charged for the Food and Minerals that they need, the Empire will foot the total bill.

Inter Empire Sale of Goods:

Inter Empire Excess Food Sales:   [0 - 100]%  :  If your Empire is producing more Food than it requires, it may sell the excess to other Empires.  (Anything greater than Current Need plus Minimum Reserve is Excess.)  (This could be replaced with a switch:  "Sell Excess Food:  YES  [  ]    NO  [  ]")

Inter Empire Excess Mineral Sales:  [0 - 100]%  :  If your Empire is producing more minerals than it requires, it may sell the excess to other Empires.  (This could be replaced with a switch:  "Sell Excess Minerals:  YES  [  ]    NO  [  ]")

Inter Empire Excess Food Sale Price:  [5 - 1000]  X  Procurement costs

Inter Empire Excess Mineral Sale Price:  [5 - 1000]  X  Procurement costs

Note:  Procurement cost is what your Empire pays your Planets for their Excesses.  Your Excesses are transported to your Empire's storage facilities.  I.e.,  You produce Food for 10 Zibs per unit.  You have set your sales price to be 5X production cost.  Your Planet sells its Excess Food to the Empire for 50 Zibs per unit.

<< Note:  Pay attention to your Spies.  If they tell you that a neighboring Empire needs Food and or Minerals you should raise your prices to them for a few turns.  The amount should be determined by how desperate your Spies tell you they are. >>

Note:  The following controls may belong in the PBQ but they can also be in the Empire's BQ Income section.

You can also control the minimum and maximum acceptable amounts for your various intra and inter Empire trading.

Intra Empire Trade Goods Minimum Sales Price:  [2 - 100]  X  Procurement costs.

Inter Empire Trade Goods Minimum Sales Price:  [20 - 500]  X  Procurement costs.

Note:  Other sources of Empire income are not controllable via sliders.  These include but are not limited to tribute, gifts, etc., from other Empires, scraped items and interest on your positive bank account's unspent currency from your last turn … fixed by the game and is not adjustable by the player during play.  This amount may be Mod-able but once the game starts it is fixed and unchangeable.

Inter Empire Expenses that the Player can Control:

In a bind?  Import!  But be wary of the costs!  (For Food and Minerals: "Empire Needs" are the just that… The Needs of the Empire without adding in any reserves.)

Maximum Amount to be paid for Food Imports:  [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Above Empire Needs.

Maximum Amount to be paid for Food Imports:  [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Above Empire Needs.

Maximum Amount to be paid for Food Imports:  [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Below Empire Needs.

Maximum Amount to be paid for Food Imports:  [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Below Empire Needs.  PANIC

Maximum Amount to be paid for Mineral imports: [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Above Empire Needs.

Maximum Amount to be paid for Mineral imports: [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Above Empire Needs.

Maximum Amount to be paid for Mineral imports: [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Below Empire Needs.

Maximum Amount to be paid for Mineral imports: [1 - 200]  X  Base value
When Reserves are:  [0 - 100%]  Below Empire Needs.  PANIC

Maximum Amount to be paid for Trade Good Imports:  [1 - 100]  X  Base value.

Maximum Amount to be paid for Rare Animal Imports:  [1 - 500]  X  Base value.

Maximum Amount to be paid for Rare Plant Imports:  [1 - 500]  X  Base value.

Maximum Amount to be paid for Rare Mineral Imports:  [1 - 500]  X  Base value.

Your Empire uses one organization for all inter Empire Sales and Trading.  Once your Empire has bought an item it is then available to be sold to the planets based on their needs and wants.  See the PBQ for more information on "needs and Wants".  In all cases your Empire's negotiators will try to buy items for the lowest price possible.  However if your Empire is starving it won't be long before your rival Empires know of this and raise their prices for food.  The same goes for Minerals but your need will not be so critical.  So even tho the player is allowing the import of food and minerals, if the need is great enough they may have to raise the lower limits on spending for these items in order to buy what they need.  (If a player is running hand to mouth re Food and or Minerals and they see a need for additional Food and or Minerals they should buy from other Empires to build up their Reserves while they are not starving or lacking Minerals.  This will allow the reserves to be built up while the other Empires Spies are telling their bosses that you are NOT in dire need.)

Empire Wide Spending and Development Policy:

Bank Policy:

Build a Cash Reserve:	[  ]
Balanced Spending:		[  ]
Spend Everything:		[  ]	PANIC

Manufacturing Policy:

Peace:   		[  ]
Defense:   		[  ]
War:   			[  ]
Limited War:   	[  ]
Total War:   		[  ]
Holy War:   		[  ]
Armageddon:   	[  ]	PANIC

The settings of these controls may affect the options within the Empire Discretionary Spending and the Planetary and Military BQs.

Empire Discretionary Spending (EDS):

This is the amount the player can control and is based on a percentage system.  For game purposes this is considered a BQ and even tho it is very limited in scope it creates a BQ Script file that saves the players settings on exiting the BQ screen.  The player will have the option of naming the EDS script file and then loading it from several others, if other EDS script files exist.

Research:  [0 - 100]%   ( * 150% in an emergency )

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

Military:  [0 - 100]%   ( * 150% in an emergency )

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

Unrest:  [0 - 100]%   ( * 150% in an emergency )

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

Grants to Developing Planets:  [0 - 100]%   ( * 150% in an emergency )

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

Note:  All planets that need grant monies to continue development will be eligible to receive grants based on their needs.  Once a planet becomes self sustaining it will no longer be given grants.  A self sustaining planet is one that has enough income to meet all of its fixed expenses plus enough to continue Normal Development and Production… even if it is at a somewhat reduced level.  This cutoff TBD.

Exactly how Grant monies are to be doled out is yet TBD.  However I suggest it be based on a Planet's current need and ability to utilize the full Grant.  If for example a newly colonized planet needs Terraforming and Terraforming takes 100 populous per Shift and your Terraforming policy is set to use six shifts then the planet can use 6 * 100 * Unit Pay per populous just for Terraforming.  If there is sufficient excess monies in the Empire Grant Fund then additional Grant monies may be used to start developing Industry, Mines, or Food Production Facilities.

Empire Bank Savings Account:  [0 - 100]%  of Empire's Current Turn Income.
(This saves a portion of the Empire's current turn's Income.  It is not based on what is currently in the Empire's "Regular" Bank Account.  The Savings Account is a separate Account and can only be used for emergency spending or if the Savings level is set to zero and the player selects a "Spending Policy".)

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

In normal cases all discretionary spending will not exceed 100% of the amount in the Empire's Bank Account.  All unspent income will be added into the Empire's Bank account.  (At game start there will be a nominal amount (TBD) in the Empire's Bank Account.)

These spending sliders have two overriding controls:  AI: ON / OFF and Emergency: ON / OFF.  The player can only use deficit spending when the Emergency: ON / OFF tab is in the ON position.  The AI has no control over these switches and can neither set nor clear them*.  (The game will clear the Emergency ON switch if the player hasn't by the last turn it can be used.)

AI ON:  When the player sets the AI ON the system remember where the sliders are for the AI OFF condition and then adjusts the spending sliders, real time, based on the AI's understanding of the needs of the Empire at that time.

AI OFF:  When the AI is OFF the sliders are under full control of the player and once the player sets them their placement is remembered.  Switching from AI OFF to AI ON and then back to AI OFF the program must return the sliders to the positions where the player had set them prior to turning AI ON.

Emergency ON:  Set by the player, it allows for emergency deficit spending for a few turns (TBD).

Emergency OFF:  Cleared by the player to end an emergency spending spree.  The AI will automatically clear the Emergence ON /OFF switch on the last turn it is valid to use deficit spending.

Save changes:   YES  [  ]   NO  [  ]

<If NO goto Planetary Control Section >
If YES then:

Save and exit PBQM:	[  ]
Save and Continue:		[  ]

Planetary Control Section

Planetary Build Queue Manager (PBQM) and Script File Generator:

Note:  All of the planets in your Empire follow these rules:

The PBQM will have enough depth to handle all cases of planetary build needs including the development of industries not directly involved with survival, defense or offense.

In this essay I'll be treating all planetary locals as I did in posts on FreeOrion.com.  See attachments A & B.

The PBQ is controlled by a Script file that it generates and can be modified in-game or the player has the ability of selecting PBQ Script files for several in their game BQ script file folder.  All Script files are editable using external editors if the player wishes to do so.

System and Planetary Income:

Taxes:

System Tax Rate:  [0 - 30]%  These are taxes on the planet's GDP and are used to support your system government and system defenses with the remainder being either shared with the Empire or given back to the needier planets in this system.

Planet Tax Rate:  [0 - 40]%  These taxes are based on the planet's GDP and are used to support a planet's government, defenses and the building of terraforming devices and infrastructures.

Note:  The System and Planet Tax Rates are additive!  Find a happy level and then modify both for best results not exceeding the happy level.

Also Note:  Your Empire does NOT tax your planets directly.  It takes a percentage of the taxes that you collect from each planet.  It also takes a percentage of the System taxes.

Also Note:  Empire Grants to planets are NOT taxable.

Additional Taxes:

Planet Luxury Tax and Pleasure Tax:  [0 - 100]% of the base value of the goods.

Income from Exports:

These are the Trade Goods, Rare Animals, Plants and Minerals and excess Food and Minerals.

Food Export price:  [2X - 10X]  base production cost.  (Remember you are selling to your Empire which may be selling to other planets in your Empire or to other Empires and your Empire also has a set of controls to manage pricing.)

Mineral Export price:  [2X - 10X]  base production cost.

Rare Animals Export price:  [3X - 10X]  base value.

Rare Mineral Export price:  [3X - 10X]  base value.

Rare Plant Export price:  [3X - 10X]  base value.

Additional Income (TBD):

Note:  Probably the tax rates on Trade Imports, Exports, etc.  The Populous are willing to spend their income on Trade goods, Rare Animals, Rare Plants, and Rare minerals… Gems.  The Planet may also be engaged in producing Trade Goods, and have sources of the Rare items for Export.

Planetary Spending Policies:

All spending from these categories shall not exceed the amount in the Planet's Bank Account after all expenses are deducted.  Deficit spending is only allowed at the Empire level.

All spending from all categories shall not exceed 100% but may total less if the player so desires.

For ease of adjusting the sliders will have locks.  When set that categories slider no longer moves.

Income not spent goes into the Planet's Bank Savings Account for later use as needed.

Planet Development Cycles that can determine Spending and Grants:

New Colony:  A Planet is considered a New Colony until it has completed its basic Terraforming, and built an Industry and Research Facility and if Efficiencies are high enough built a Mine and a Food Production Facility.  (I Don't think the player need to have controls over these transition points… but that's just my opinion.)

Developing Grant Planet:  This Planet is no longer a New Colony but it still requires help from the Empire to sustain its growth.

Developing Non-Grant Planet:  This Planet is still building its infrastructure but it is far enough along that it can sustain itself without Empire Grant Monies.

Developed Planet:  This Planet has built all of it's basic infrastructure based on it's size, and should be considered a major contributor to the Empire.

Planetary Savings Policy:

Maximum Spending Level per New Colony Planet:
[50 - 100]%  of Planet's Income

Maximum Spending Level per Developing Grant Planet:
[50 - 100]%  of Planet's Income

Maximum Spending Level per Developing Non-Grant Planet:
[50 - 100]%  of Planet's Income

Maximum Spending Level per Developed Planet:
[50 - 100]%  of Planet's Income

Spending Priorities:

New Colony:

Terraforming priority rating ‡:  [1 - 9]  (1 being lowest and 9 being highest)

Planetary Specials Development priority rating ‡:  [1 - 9]

Planetary Normal Development priority rating ‡:  [1 - 9]

Military priority rating ‡:  [1 - 9]

Research priority rating ‡:  [1 - 9]

Developing Grant Planet:

Terraforming priority rating ‡:  [1 - 9]  (1 being lowest and 9 being highest)

Planetary Specials Development priority rating ‡:  [1 - 9]

Planetary Normal Development priority rating ‡:  [1 - 9]

Military priority rating ‡:  [1 - 9]

Research priority rating ‡:  [1 - 9]

Developing Non-Grant Planet:

Terraforming priority rating ‡:  [1 - 9]  (1 being lowest and 9 being highest)

Planetary Specials Development priority rating ‡:  [1 - 9]

Planetary Normal Development priority rating ‡:  [1 - 9]

Military priority rating ‡:  [1 - 9]

Research priority rating ‡:  [1 - 9]

Developed Planet:

Terraforming priority rating ‡:  [1 - 9]  (1 being lowest and 9 being highest)

Planetary Specials Development priority rating ‡:  [1 - 9]

Planetary Normal Development priority rating ‡:  [1 - 9]

Military priority rating ‡:  [1 - 9]

Research priority rating ‡:  [1 - 9]

‡  Two or more items may have the same priority rating.
Example:  Terraforming = 9; PSD = 4; PND = 4; Mil = 4; Res = 5

Terraforming:

Does Terraforming have priority over all other Planetary spending:  
YES [  ]   NO [  ]   << There are two tests based on this test. >>

Note:  If you Select YES and have 400 MUs (Monetary Units) to spend and Terraforming needs 65% of the available funds or  65% of 400 MUs = 332 MUs… you have 35% to dole out 4 + 4 + 4 + 5 = 17 ways.  35% of 400 MUs = 68 MUs…  68/17 = 4.  4 * 4 = 16 & 5 * 4 = 20.  So PSD, PND, & Mil all get 16 MUs and Res gets 20 MUs.  Selecting NO we get 400 MUs divided by 9 + 4 + 4 + 4 + 5 = 26  and 400/26 = 15.38 MUs, thus giving us: Terraforming getting 15.38 * 9 = 136.42 MUs, PSD, PND & Mil getting 15.38 * 4 = 61.52 MUs each and Res getting 15.38 * 5 = 76.90 MUs.

Also Note:  If a Build category doesn't need to be funded, has nothing to build, then all of its funds remain in the bank.  It does NOT change the amounts being spent by the other categories.  The MUs were made available and not used and are therefore returned to the Planetary bank.

1. )  If YES then Terraforming up to:   [0 - 100]%  of the Planet's Bank Acc.

If NO then Terraforming up to:     [0 - 100]%  of the Planet's Bank Acc.

Note:  If Terraforming has overall priority then it takes everything it needs with the amount remaining after Terraforming being divided by the other groups based on the Savings Rule & Priority Rules above.

	Can this spending policy be modified by your Empire's spending policy:  
	YES [  ]   NO [  ]

	If YES then what are the modifications:  

	Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
	Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

Note:  I added the following test after writing "A Statement and a Question" below.

2. )  If YES then are all of the populous to be used for Terraforming up to the Max needed to finish the job even if some of the populous do not meet the minimum populous requirement for a Shift Unit:
YES [  ]   NO [  ]

If your Planet has excess Populace should Multiple Work Shifts be Applied to Terraforming:
YES [  ]   NO [  ]

If YES then how Many Work Shifts:   [2 - 6]

Note:  The program will only apply more work shifts if there are populous to meet the demand.  In other words if you have your policy set to "6 Shifts" but there are only three shifts of populous available for work then only three shifts are used and paid for with the excess funds being returned to the bank.

A Statement and a Question:  Terraforming should be fairly populous intensive, say 500 Populous Units (PUs) ( based on MoO3 setting 1000 populous units down on a Green+ Colony ).  When there are excess workers, say the planet has 1250 PUs, the excess are moved into other productive endeavors.  You have Terraforming set "Priority over all and 100%" and "Shifts set to 6", the extra 250 PUs are set to work in Industry, research, etc., building.  OR should ALL of the populous be applied to Terraforming and the third shift be costed out on a prorated based on the actual number of PUs used?  (I'm leaning both ways on this… using less than a full work force would cause some inefficiencies but would help finish the project faster… applying the excess workers to alternate build disciplines that require fewer workers would move them along at a faster rate… soooo…)

Note:  6 Shifts would have workers working 24/7 in Sol-III terminology.  (Group one works 3 8Hr shifts: working for 3 days, off for 4 days work for 4 days off for 3 days.  Group two works 3 8Hr shifts: off for 3 days work for 4 days off for 4 days work for 3 days.    If you select NO then you only have ONE shift working on a project.

<<
Also Note:  I don't think the player should be able to control the Population count in the various PUs used in the game re the PBQM.  Maybe in a spreadsheet … with a Min and Max that the game can test for and a note in the spreadsheet specifying the Min and Max values.
>>

Can this Work Policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[2 - 6]  Shifts
Defense:   		No Change [  ]	[2 - 6]  Shifts
War:   			No Change [  ]	[2 - 6]  Shifts
Limited War:   	No Change [  ]	[2 - 6]  Shifts
Total War:   		No Change [  ]	[2 - 6]  Shifts
Holy War:   		No Change [  ]	[2 - 6]  Shifts
Armageddon:   	No Change [  ]	[2 - 6]  Shifts

Note:  Adding more Work Shifts increases short term cost, reduces time to completion and is more efficient, especially for the higher Shift numbers, as the workers are more rested and work progresses around the clock.

Also Note:  The allocating of Populace for Shift work follows the Planetary Development Priority rules.

And this Note Too:  Populace freed from one discipline due it's being completed or it's efficiency improved are sent back to the Planet's Populace pool for use as necessary in other endeavors.

**************************************************************************************
<< Note:  This doesn't belong here but I just thought of it so…  When a Planets builds a Colony Ship it is stocked with Populace form that Planet… Reducing the Population count of that Planet by the number of Colonists on the ship.   OR the Colony ship is sent to another planet with a Population at or near maximum and loaded there. 

And this really doesn't belong in here but…  I really disagree with MoO3's handling of Colonists when landing on less than Ideal Planets.  The Colony Ship or the Colony Bay(s) must be designed to accommodate these less than ideal conditions.  So what I proposing is that until you have the tech and the necessary improved Colony Bays you can't Colonize less than ideal Planets.  >>
**************************************************************************************

Planetary Specials Development:

Note:  Planetary Specials are the items that the player has control over which will and will not be built.

Planetary Specials Development:   [0 - 100]%  of Planet's Bank Acc.

Note:  This is controlled by the overall Planetary Priority Spending Policy.  So even tho it may be set to 100%, if there are Military items in the MBQs it will share the bank with the MBQs etc.

Can this spending policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

If your Planet has excess Populace should Multiple Work Shifts be Applied to Planetary Specials Development:
YES [  ]   NO [  ]

If YES then how Many Work Shifts:   [2 - 6]

Can this Work Policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[2 - 6]  Shifts
Defense:   		No Change [  ]	[2 - 6]  Shifts
War:   			No Change [  ]	[2 - 6]  Shifts
Limited War:   	No Change [  ]	[2 - 6]  Shifts
Total War:   		No Change [  ]	[2 - 6]  Shifts
Holy War:   		No Change [  ]	[2 - 6]  Shifts
Armageddon:   	No Change [  ]	[2 - 6]  Shifts

Are all Planetary Specials to be Built:
YES [  ]   NO [  ]

If NO then which Planetary Specials are not to be built:

<<
List of ALL Planetary Specials…  (The player's Empire may not have all of these in their Research Tree.  However there is the possibility of Trade, Find, Spying, etc.)

Specials				P	D	W	LW	TW	HW	A
…
Earwax Removal Station:		No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]
Family Planning Center:		No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]
Pollution Control Center:		No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]
Toilet Paper Recycling Station:	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]	No [  ]

I have no idea what this list may actually look like so please excuse my humor.
…
>>

Note:  If No is not checked the item will be built depending on the Empire's Spending Policy.

Note:  Planetary Specials are not limited to a single building of each type,  If the type of Special can improve the Planet if more than one is built then the game allows for the Specials to be built in more than one Region… or even multiples built in a single Region.  (See Attachment A for my idea of Planetary Regions.)  As long as there are Populous to staff the buildings and income to support them.

Also Note:  Clicking on a Planetary Special will highlight it and display a description of its function, cost to build in PUs per Shift, Turns to complete based on the number of Shifts applied and MUs per Shift.

Note:  Rather than repeating the "Planetary Specials Build list a second time or even once each for each Empire Spending Policy, the Empire Spending Policy has been integrated into the Specials list.

Planetary Normal Economic Development:

Note:  The "Normal Economic Development" items are all necessary and the player should not have any control over what is or is not built.  They will be built when Researched and Priority, Policy, PUs and MUs allow them to be built.

Normal Economic Development:   [0 - 100]%  of Planet's Bank Acc.

Can this Spending Policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

If your Planet has excess Populace should Multiple Work Shifts be Applied to Normal Economic Development:
YES [  ]   NO [  ]

If YES then how Many Work Shifts:   [2 - 6]

Can this Work Policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[2 - 6]  Shifts
Defense:   		No Change [  ]	[2 - 6]  Shifts
War:   			No Change [  ]	[2 - 6]  Shifts
Limited War:   	No Change [  ]	[2 - 6]  Shifts
Total War:   		No Change [  ]	[2 - 6]  Shifts
Holy War:   		No Change [  ]	[2 - 6]  Shifts
Armageddon:   	No Change [  ]	[2 - 6]  Shifts

Military:

Note:  There are two MBQs.  An Orbital MBQ for building ships and system defenses and a Surface MBQ for building surface structures, troops and troop support items.

Military:   [0 - 100]%  of Planet's Bank Acc.

Note:  Both MBQs share Military spending.  How it is shared is determined below.

Can this spending policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

What percentage of the Military Budget do you want to apply to the Orbital MBQ:
[0 - 100]%

Can this spending policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications to the Orbital MBQ percentage:  

Peace:   		No Change [  ]	[0 - 100]%
Defense:   		No Change [  ]	[0 - 100]%
War:   			No Change [  ]	[0 - 100]%
Limited War:   	No Change [  ]	[0 - 100]%
Total War:   		No Change [  ]	[0 - 100]%
Holy War:   		No Change [  ]	[0 - 100]%
Armageddon:   	No Change [  ]	[0 - 100]%

If your Planet has excess Populace should Multiple Work Shifts be Applied to Military Development:
YES [  ]   NO [  ]

If YES then how Many Work Shifts:   [2 - 6]

Can this Work Policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[2 - 6]  Shifts
Defense:   		No Change [  ]	[2 - 6]  Shifts
War:   			No Change [  ]	[2 - 6]  Shifts
Limited War:   	No Change [  ]	[2 - 6]  Shifts
Total War:   		No Change [  ]	[2 - 6]  Shifts
Holy War:   		No Change [  ]	[2 - 6]  Shifts
Armageddon:   	No Change [  ]	[2 - 6]  Shifts

Research:

Research:   [0 - 100]%  of Planet's Bank Acc.

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Defense:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
War:   			No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Limited War:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Total War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Holy War:   		No Change [  ]	[0 - 100]%  of Planet's Bank Acc.
Armageddon:   	No Change [  ]	[0 - 100]%  of Planet's Bank Acc.

If your Planet has excess Populace should Multiple Work Shifts be Applied to Research:
YES [  ]   NO [  ]

If YES then how Many Work Shifts:   [2 - 6]

Can this Work Policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[2 - 6]  Shifts
Defense:   		No Change [  ]	[2 - 6]  Shifts
War:   			No Change [  ]	[2 - 6]  Shifts
Limited War:   	No Change [  ]	[2 - 6]  Shifts
Total War:   		No Change [  ]	[2 - 6]  Shifts
Holy War:   		No Change [  ]	[2 - 6]  Shifts
Armageddon:   	No Change [  ]	[2 - 6]  Shifts

Population Migration:

Migration:

Request Immigration cutoff:   [0 - 80]% of Maximum Population.  (Max Pop will change from time to time as tech improves and a planet that was supplying Immigrants may find itself requesting more populous.)

Once a planet reaches its maximum population to request Immigration it will fall within the bounds of being able to export some of its populous to other planets requesting Immigrants.)

Minimum Population Level to Allow Population to Emigrate to other planets:  [Request Immigration cutoff  - 100]%  of Max Pop.

Note:  There is no Migration ON/OFF switch per se for each planet.

Allow Immigration from other Empires:
YES [  ]   NO [  ]

If YES then Just your Species:  [  ]   or   All Species:  [  ]

If YES and All Species then be careful of allowing a revolt.

Allow Emigration to other Empires:
YES [  ]   NO [  ]

If YES then you may be able to stage a revolt and take over a new Planet without going to WAR.  (Should work in conjunction with Spying missions.)

Planet Infrastructure Build Policies:

Mines:

Note:  Mines are always built in the most productive areas first.

Note:  The program will keep track of all Planetary building and not place demands for infrastructures that are already under construction on other planets being built to meet Empire shortfalls.  I.e., If your Empire needs more Food production and you are currently constructing Food production facilities on other planets and the current planet does not need more food production capacity then no Empire demand will be made.  This implies that all planetary needs builds be placed into the PBQ before the System and Empire needs are checked for.

Minimum Mining Efficiency Rating for Planetary Needs:  [3 - 25].  (Do not build mines in areas that are below this rating.  This means that there may be some planets that have no mines on them.)

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [3 - 25]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [3 - 25]
Total War:   		No Change [  ]	Min Efficiency Rating:  [2.5 - 25]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [2 - 25]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1.5 - 25]

Minimum number of Mines:	[2 - 20]  (Only applies when the minimum efficiency is met for each location.)

Does the Size of the Planet also modify the Minimum Number of Mines:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		[0 - 10]  (This is added to the number from above)
Planet Size    2:		[0 - 10]
Planet Size    3:		[0 - 10]
Planet Size    4:		[0 - 10]
Planet Size    5:		[0 - 10]
Planet Size    6:		[0 - 10]
Planet Size    7:		[0 - 10]
Planet Size    8:		[0 - 12]
Planet Size    9:		[0 - 15]
Planet Size  10:		[0 - 20]
Planet Size  11:		[0 - 25]
Planet Size  12:		[0 - 30]
Planet Size  13:		[0 - 35]
Planet Size  14:		[0 - 40]
Planet Size  15:		[0 - 50]

Maximum number of Mines:   [10 - 100]

Can this building policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [3 - 25]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [3 - 25]
Total War:   		No Change [  ]	Min Efficiency Rating:  [2.5 - 25]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [2 - 25]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1.5 - 25]

Does the Size of the Planet also modify the Maximum Number of Mines:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 25]
Planet Size  12:		+ [0 - 30]
Planet Size  13:		+ [0 - 35]
Planet Size  14:		+ [0 - 40]
Planet Size  15:		+ [0 - 50]

Build additional Mines to meet the needs of the Empire:
YES [  ]   NO [  ]

<<
Are All of the Planet's Mineral Needs met:   YES/NO
If NO then skip to FOOD:
If YES then does the Empire need additional Minerals:   YES/NO
If NO skip to Food:
>>

Minimum Mining Efficiency Rating for Intra Empire Mining:  [5 - 100].  (Do not build mines in areas that are below this rating.  This means that there may be some planets that have no mines producing minerals for intra Empire needs on them.)

Build a new Mine if there is an Intra Empire demand for Minerals and there is an undeveloped area where the Minimum Intra Empire  Mining Efficiency is met:  
YES [  ]   NO [  ]   (This may be redundant.)

Can this building policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [5 - 100]
Defense:   		No Change [  ]	Min Efficiency Rating:  [5 - 100]
War:   			No Change [  ]	Min Efficiency Rating:  [3 - 100]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [3 - 100]
Total War:   		No Change [  ]	Min Efficiency Rating:  [2.5 - 100]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [2 - 100]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1.5 - 100]

Minimum number of Intra Empire Mines:	[2 - 20]  (Only applies when the minimum efficiency is met for each location.)

Does the Size of the Planet also modify the Minimum Number of Intra Empire Mines:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 25]
Planet Size  12:		+ [0 - 30]
Planet Size  13:		+ [0 - 35]
Planet Size  14:		+ [0 - 40]
Planet Size  15:		+ [0 - 50]

Minimum Mining efficiency rating for Inter Empire Mining:  [10 - 100].  (Do not build mines in areas that are below this rating.  This means that there may be some planets that have no mines producing minerals for inter Empire trading on them.)

Note:  Fixing a higher Efficiency Rating on Mines built for exporting gives the Empire an advantage on cost of production and an edge in trading.

Build a new Mine if there is a market for exported Minerals and there is an undeveloped area where the minimum Inter Empire Mining Efficiency is met:  
YES [  ]   NO [  ]

Can this building policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [10 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [10 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [10 - 50]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [20 - 50]
Total War:   		No Change [  ]	Min Efficiency Rating:  [25 - 1000]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [25 - 1000]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [25 - 1000]

Note: Setting the Minimum Efficiency to 1000 guarantees that no new Mines will be built for Empire Export of Minerals.

Minimum number of Inter Empire Mines:	[2 - 25]  (Only applies when the minimum efficiency is met for each location.)

Does the Size of the Planet also modify the Minimum Number of Inter Empire Mines:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 25]
Planet Size  12:		+ [0 - 30]
Planet Size  13:		+ [0 - 35]
Planet Size  14:		+ [0 - 40]
Planet Size  15:		+ [0 - 50]

Note:  All Food and Minerals used for Intra and Inter Empire sales are taken from the same Empires Stockpiles.  What this means is that if for some reason the Empire's Stockpile of Food and or Minerals falls below the point set it will not engage in exporting of Food and or Minerals until it once again has sufficient excess.

Food:

Note:  Food Production Facilities (FPF) are always built in the most productive areas first.

Food production efficiency minimum rating of:  [3 - 25].  (Do not build Food production facilities in areas that are below this rating.  This means that there may be some planets that have no Food production facilities on them.)

Can this building policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [3 - 25]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [3 - 25]
Total War:   		No Change [  ]	Min Efficiency Rating:  [2.5 - 25]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [2 - 25]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1.5 - 25]

Minimum number of FPFs:	[2 - 20]  (Only applies when the minimum efficiency is met for each location.)

Does the Size of the Planet also modify the minimum number of FPFs:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 25]
Planet Size  12:		+ [0 - 30]
Planet Size  13:		+ [0 - 35]
Planet Size  14:		+ [0 - 40]
Planet Size  15:		+ [0 - 50]    (TBD)

Maximum number of FPFs:   [10 - 100]

Can this building policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[10 - 100]
Defense:   		No Change [  ]	[10 - 100]
War:   			No Change [  ]	[10 - 100]
Limited War:   	No Change [  ]	[10 - 100]
Total War:   		No Change [  ]	[10 - 100]
Holy War:   		No Change [  ]	[10 - 100]
Armageddon:   	No Change [  ]	[10 - 100]   (TBD)

Does the Size of the Planet also modify the Maximum Number of FPFs:
YES [  ]   NO [  ]

If YES then what are the additions to the maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 25]
Planet Size  12:		+ [0 - 30]
Planet Size  13:		+ [0 - 35]
Planet Size  14:		+ [0 - 40]
Planet Size  15:		+ [0 - 50]   (TBD)

Note:  This sets the maximum number of FPFs for all three types of Food production.  Planetary Needs, Empire Needs, and Export Needs.

Minimum Food Production Efficiency Rating for Intra Empire Food Production Complexes:  [10 - 100].  (Do not build Food Production Complexes in areas that are below this rating.  This means that there may be some planets that have no Food Production Complexes for Inter Empire needs on them.)

Build a new Food Production Facility if there is an Intra Empire demand for Food and there is an undeveloped area where the minimum production efficiency is met:  
YES [  ]   NO [  ]

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [3 - 25]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [3 - 25]
Total War:   		No Change [  ]	Min Efficiency Rating:  [2.5 - 25]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [2 - 25]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1.5 - 25]

Build a new Food Production Facility if there is a market for exported Food and there is an undeveloped area where the minimum production efficiency is met:  
YES [  ]   NO [  ]

If YES them the Minimum Food Production Efficiency Rating for Inter Empire Food Production Facility:  [20 - 100].  (Do not build Food Production Complexes in areas that are below this rating.  This means that there may be some planets that have no Food Production Complexes for Inter Empire trading needs on them.)

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [3 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [5 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [10 - 50]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [20 - 50]
Total War:   		No Change [  ]	Min Efficiency Rating:  [25 - 1000]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [25 - 1000]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [1000 - 1000]

Note: Setting the Minimum Efficiency to 1000 guarantees that no new Food Production Complexes will be built for Empire Export of Food.

Also Note:  All Food used for Intra and Inter Empire sales is taken from the Empires Stockpile when it exceeds the limits set above.  What this means is that if for some reason the Empire's Stockpile of Food falls below the point set it will not engage in exporting of Food until it once again has sufficient excess.

Industrial Facilities:

Note:  Industry, Military, Research, Government, & Recreation facilities will be built on areas that have minimum efficiency ratings for both Food and Mineral production.

Industry - Basic Planetary Industries:

Note:  These are the Industries that are needed by the planets for normal development and production, which means that the minimum numbers generated will be cast in concrete for each planet,  (unless modified by the player during the game).

Minimum number of Basic Industry Complexes per Planet:  [3 - 10]  (TBD)

Can this build policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications for Minimum Basic Planetary Industries:  

Peace:   		No Change [  ]	[3 - 10] Industrial Complexes
Defense:   		No Change [  ]	[3 - 10] Industrial Complexes
War:   			No Change [  ]	[4 - 10] Industrial Complexes
Limited War:   	No Change [  ]	[5 - 15] Industrial Complexes
Total War:   		No Change [  ]	[6 - 20] Industrial Complexes
Holy War:   		No Change [  ]	[8 - 25] Industrial Complexes
Armageddon:   	No Change [  ]	[10 - 30] Industrial Complexes  (TBD)

Does the Size of the Planet also modify the Minimum number of Basic Industry Complexes per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Maximum number of Basic Industry Complexes per Planet:  [10 - 100]  (TBD)

Note:  The Max number is not cast in concrete.  If there are other higher priority demands for the Planet's area then as long as the Min number is met all will be well.

Does the Size of the Planet also modify the Maximum number of Basic Industry Complexes per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Industry - Intra Empire Trade Goods:

Note:  These industries produce Trade Goods for trading with other Planets within the Empire.  They are used to produce additional Planetary income from import, export and sales taxes when the populous buys the goods.

Also Note:  Trade Goods Industries can be converted into Basic Planetary Industries over a period of three to five turns… TBD

Build Intra Empire Trade Goods Industries:
YES [  ]   NO [  ]

If YES then build a Minimum number of Intra Empire Trade Goods Industries per Planet:    [0 - 10]  (TBD)

Can this build policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications for Minimum Intra Empire Trade Goods Industries:  

Peace:   		No Change [  ]	[0 - 10] Industrial Complexes
Defense:   		No Change [  ]	[0 - 10] Industrial Complexes
War:   			No Change [  ]	[0 - 10] Industrial Complexes
Limited War:   	No Change [  ]	[0 - 15] Industrial Complexes
Total War:   		No Change [  ]	[0 - 20] Industrial Complexes
Holy War:   		No Change [  ]	[0 - 25] Industrial Complexes
Armageddon:   	No Change [  ]	[0 - 30] Industrial Complexes  (TBD)

Does the Size of the Planet also modify the Minimum number of Intra Empire Trade Goods Industries per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Maximum number of Intra Empire Trade Goods Industries per Planet:
[10 - 100]   (TBD)

Can this build policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications for Minimum Intra Empire Trade Goods Industries:  

Peace:   		No Change [  ]	[0 - 10] Industrial Complexes
Defense:   		No Change [  ]	[0 - 10] Industrial Complexes
War:   			No Change [  ]	[0 - 10] Industrial Complexes
Limited War:   	No Change [  ]	[0 - 15] Industrial Complexes
Total War:   		No Change [  ]	[0 - 20] Industrial Complexes
Holy War:   		No Change [  ]	[0 - 25] Industrial Complexes
Armageddon:   	No Change [  ]	[0 - 30] Industrial Complexes  (TBD)

Does the Size of the Planet also modify the Maximum number of Intra Empire Trade Goods Industries per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Also Note:  The Max number is not cast in concrete.  If there are other higher priority demand for the Planet's area then as long as the minimum number is met all will be well.  A Planet may have no Industries producing Intra Empire Trade Goods.

Industry - Inter Empire Trade Goods:

Note:  These industries produce Trade Goods that your Empire trades with other Empires.  They are used to produce additional Planetary income and produce inter Empire good will.

Also Note:  Trade Goods Industries can be converted into Basic Planetary Industries which are used to produce Military goods over a period of three to five turns… TBD  and turned back again if the Military crisis is over.

Build Inter Empire Trade Goods Industries:
YES [  ]   NO [  ]

If YES then build a Minimum number of Inter Empire Trade Goods Industries per Planet:    [0 - 10]  (TBD)

Can this build policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications for Minimum Inter Empire Trade Goods Industries:  

Peace:   		No Change [  ]	[0 - 10] Industrial Complexes
Defense:   		No Change [  ]	[0 - 10] Industrial Complexes
War:   			No Change [  ]	[0 - 10] Industrial Complexes
Limited War:   	No Change [  ]	[0 - 15] Industrial Complexes
Total War:   		No Change [  ]	[0 - 20] Industrial Complexes
Holy War:   		No Change [  ]	[0 - 25] Industrial Complexes
Armageddon:   	No Change [  ]	[0 - 30] Industrial Complexes  (TBD)

Does the Size of the Planet also modify the Minimum number of Inter Empire Trade Goods Industries per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Maximum number of Inter Empire Trade Goods Industries per Planet:
[10 - 100]   (TBD)

Can this build policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications to the Maximum Inter Empire Trade Goods Industries:  

Peace:   		No Change [  ]	[0 - 10] Industrial Complexes
Defense:   		No Change [  ]	[0 - 10] Industrial Complexes
War:   			No Change [  ]	[0 - 10] Industrial Complexes
Limited War:   	No Change [  ]	[0 - 15] Industrial Complexes
Total War:   		No Change [  ]	[0 - 20] Industrial Complexes
Holy War:   		No Change [  ]	[0 - 25] Industrial Complexes
Armageddon:   	No Change [  ]	[0 - 30] Industrial Complexes  (TBD)

Does the Size of the Planet also modify the Maximum number of Inter Empire Trade Goods Industries per Planet:
YES [  ]   NO [  ]

If YES then what are the additions to the Maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Also Note:  The Maximum number is not cast in concrete.  If there are other higher priority demand for the Planet's area then as long as the minimum number is met all will be well.  A Planet may have no Industries producing Intra Empire Trade Goods.

Note:  Industries producing Trade Goods can be switched over to Military production if and when needed.  And  switched back if there is no longer a high need for Military Production.

Research Complexes:

Minimum Number of Research Facilities per Planet:   [1 - 10]

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min No:  [1 - 10]
Defense:   		No Change [  ]	Min No:  [2 - 10]
War:   			No Change [  ]	Min No:  [3 - 10]
Limited War:   	No Change [  ]	Min No:  [3 - 10]
Total War:   		No Change [  ]	Min No:  [3 - 10]
Holy War:   		No Change [  ]	Min No:  [3 - 10]
Armageddon:   	No Change [  ]	Min No:  [3 - 10]

Does the Size of the Planet also modify the Minimum Number of Research Facilities:
YES [  ]   NO [  ]

If YES then what are the additions to the Minimums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Maximum Number of Research Facilities per Planet:   [3 - 20]

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Max No:  [1 - 20]
Defense:   		No Change [  ]	Max No:  [2 - 20]
War:   			No Change [  ]	Max No:  [3 - 20]
Limited War:   	No Change [  ]	Max No:  [3 - 20]
Total War:   		No Change [  ]	Max No:  [3 - 20]
Holy War:   		No Change [  ]	Max No:  [3 - 20]
Armageddon:   	No Change [  ]	Max No:  [3 - 20]

Does the Size of the Planet also modify the Maximum Number of Research Facilities:
YES [  ]   NO [  ]

If YES then what are the additions to the Maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Government Complexes:

Note:  There are four types of Government Complexes:

Empire Seat of Government

Only one is built in each Empire.

System Seat of Government

Only one is built in each System.

Planetary Seat of Government

Only one is built per Planet.

Regional Seats of Government

Only one is built per Region.

Note:  The player need not worry about these as they should be built automatically.  The Regional Seats of Government are only built as the planet expands into new Regions and after building at least one each of Basic Planetary Industry, Research, Mine, Food Production Facility.  Mines and FPFs are not built if their respective minimum efficiencies are not met.

Also Note:  If the planet with the Systems Seat of Government (SSoG) on it is lost then the program will select the best possible planet under Empire control to place a new SSoG on.  I.e., Best fortified and developed.

<<
I'm thinking that there might be an additional Empire Seat of Government (ESoG)… The Empire's Secondary Seat of Government.  This is a fully functional but not used Empire Seat of Government built by the player in case of emergency for a smooth transition of government if the Primary ESoG is destroyed.

Also along these lines I think that there should be a major moral and production drop if the ESOG is destroyed or captured.  Having a Secondary ESoG minimizes these effects.

The player selects a system and a planet and one of the Planetary Options is Build a Secondary ESoG if that Planet and system do not contain the Primary ESoG.
>>

Military Bases:

Note:  Building Military Bases improves Moral and that improves production.

Build Military Bases:
YES [  ]   NO [  ]

If YES then build how many Military Bases per Region:   [0 - 10]   TBD

Can this building policy be modified by your Empire's Spending Policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	[0 - 10]
Defense:   		No Change [  ]	[0 - 10]
War:   			No Change [  ]	[0 - 10]
Limited War:   	No Change [  ]	[0 - 10]
Total War:   		No Change [  ]	[0 - 15]
Holy War:   		No Change [  ]	[0 - 20]
Armageddon:   	No Change [  ]	[0 - 30]

Note:  Military Bases are the location of all planetary defenses, including Fighters, Missiles, Beam Weapons, Planetary Shields (Which are additive) and surface troops and their support items.  Each Military Base will have a fixed number of Fighters, Missiles, Beam Weapons.  The more Military Bases per Region the more Fighters, Missiles, and Beam weapons per Region.  Troops and their support items may be stacked in bases… TBD  … It may be that Military Bases will have a maximum number of troops based on the tech level of the Empire.

Also Note:  Building Military Bases is a balancing act… there are only a finite number of "Areas" in a Region and Military Bases take a LOT of Area.

Recreation Facilities:

Note:  Recreational Facilities improve Populous Moral and that improves production.

Build Recreational Facilities:
YES [  ]   NO [  ]

If YES then the Minimum number of Recreational Facilities per Planet:  [0 - 25]

Can this spending policy be modified by your Empire's spending policy:  
YES [  ]   NO [  ]

If YES then what are the modifications:  

Peace:   		No Change [  ]	Min Efficiency Rating:  [0 - 25]
Defense:   		No Change [  ]	Min Efficiency Rating:  [0 - 25]
War:   			No Change [  ]	Min Efficiency Rating:  [0 - 25]
Limited War:   	No Change [  ]	Min Efficiency Rating:  [0 - 25]
Total War:   		No Change [  ]	Min Efficiency Rating:  [0 - 25]
Holy War:   		No Change [  ]	Min Efficiency Rating:  [0 - 25]
Armageddon:   	No Change [  ]	Min Efficiency Rating:  [0 - 25]

Does the Size of the Planet also modify the Minimum Number of Recreational Facilities:
YES [  ]   NO [  ]

If YES then what are the additions to the Maximums above for each Size:

Planet Size    1:		+ [0 - 10]  (This is added to the number from above)
Planet Size    2:		+ [0 - 10]
Planet Size    3:		+ [0 - 10]
Planet Size    4:		+ [0 - 10]
Planet Size    5:		+ [0 - 10]
Planet Size    6:		+ [0 - 10]
Planet Size    7:		+ [0 - 10]
Planet Size    8:		+ [0 - 12]
Planet Size    9:		+ [0 - 15]
Planet Size  10:		+ [0 - 20]
Planet Size  11:		+ [0 - 35]
Planet Size  12:		+ [0 - 40]
Planet Size  13:		+ [0 - 50]
Planet Size  14:		+ [0 - 75]
Planet Size  15:		+ [0 - 100]   (TBD)

Save & Exit PBQM:

Exit PBQM without saving changes:		[  ]
Save PBQS into same file and exit PBQM:	[  ]
Save PBQS into new file and exit PBQM:	[  ]	[<filename>]

Note:  Not sure if this needs to have a "Save and restart PBQM" feature.

End of the PBQM

Note:  These attachments are only a reference for readers to understand where I'm coming from for some of the items and references in the PBQM.  T

Attachment A:

First let me state I'm coming into this a tad late... So here's my pair of pennies... 

Second: I HATE the idea of DEAs as used in MoO3! 

Building complexes take room but far less room than a farm or ranch! 

City/Urban complexes take room BUT when designed correctly can be placed over and or under your farm/ranch. (Looking at the new urban complex that Japan is designing to place in Tokyo harbor. As seen on the Discovery Channel in Modern Marvels ... think of a giant pyramid without solid sides or bottom that allows sunlight to pass thru so all of what is below gets about 75% of normal sunlight. For the game... the smaller of these structures can house over 100K people... that largest one can handle 1M people. And of course this structure needs to be researched  ) 

"Bioharvest" complexes can also be stacked once you have the tech to do it. 

Mines take room. But not all mines take the same amount of surface area. An open pit mine could take square miles of area while a shafted mine could have sq miles of bioharvest on its surface... or other complexes. 

*** What I'm saying is assign different types of complexes a certain minimum surface area but also include the possibility of co-usage or even tertiary usage. (An example of tertiary usage would be: Farm/Ranch on the surface with an urban complex overhead and an industrial complex or mine underground.) 

Government Complex: This is a small to large part of an Urban Complex and should be considered as residing within an Urban Complex. However a "Local Government Complex" is smaller than a "Planetary Government Complex" which is smaller than a "System Government Complex" which is again smaller than your "Empire Government Complex". The areas covered by the Urban Complexes that house these Government Complexes should vary in size from small to very large... again TBD. 

I think you can see where I'm going with this... A planet has a given amount of surface area that is usable. The larger the planet the more area. Areas that are not used are considered open land and can be used for Recreation until needed. Recreation is moved into the Urban Centers once all of the open areas are used. Open areas are also used for Military Complexes until it is needed for other more important things... like a new farm. Military complexes are also moved into Urban Complexes that are specialized for their need... which may be stacked over the farm... or built under it. As population expands and tech is developed, more and more of the planet's surface becomes fair game for expansion. However, nothing is built if it is not needed by population pressure, industrial need, etc.

Note: As the game progresses and your tech improves older structures that don't conform to multi spatial usage may be removed after their replacements are built and then reused more economically. This of course is all done by your AI which you designed!   (This only happens when the planet has no more free areas.)

Planets are also divided into Regions based on area (TBD). Each Region will have at least one Urban Center housing a Local, Planetary, System, or Empire Governmental Complex. A single Region may house any or all of the Governmental Complexes in up to four Urban Complexes. That same Region may house additional Urban Complexes as necessary up to its area limit. The size of a planet determines how many Regions it will have, but ALL Regions have the same amount of area. 

Surface areas are two dimensional as are the complexes built on them. Complexes built over and under the surface are three dimensional. All Complexes come in various sizes... TBD 

Once you have the tech anti gravity floating structures may also be added and possibly stacked. 

Pictures at eleven... 

Mines are not eternal! Once a certain minimum level of mineral production is reached the mine is turned back into open land and ready for reuse as necessary. This is you major reason for exploration... well that and population pressures.    ( This is just an idea and not cast in concrete. )

Build queues: 

o Are editable and selectable within the game. (Ala Pax Imperia - Eminent Domain) 
o Are enriched with the use of logic structures: Such as IF-THEN-ELSE, 
DO UNTIL, etc. 
o Are always read from the top down each "turn" ... IF AND ONLY IF something has changed that could affect what is being built or researched within that queue. 

Planetary Build/Development Queue(s): 

o Build one Local Government Center... but is built last (leave room) 
o Optional: Build one or more Military Centers 
o Build at least one Research Center... but it/they is/are built prior to Military Centers or Government complexes. 
o Build at least one Industrial Center... Build it/them prior to building the Research structures. 
o Build one Mining complex... but only if the following conditions are met... TBD 
o Build at least one Food producing complex... using the following laws: TBD 
o Only build what is required based on the following laws: TBD 

*** Logic structure rich enough to handle any contingency... but delivered to the user with a bare minimum and left for each user to design their own Empire's build queues. (Basically it would build the bare minimums and then try to build what it thinks is needed) 

This places the Planetary Micro Management up front and once optimized forgotten. One "correctly" designed Planetary build queue is all your empire needs to handle ALL of its needs. (edit: The Planetary Build Queue is only seen at the Empire level and affects ALL of your planets based on the logic structures within it and the nature of the various planets.) 

Upgrades to structures are handled in parallel for each Structure as long as the manpower and $$$ are available. You still have to build them and that costs you $$$ and takes manpower. When you are short of $$$ or manpower then upgrades are handled via more logic in your Planetary Build Queue. 

Research Development Queue 

( This is a little more difficult...  ) 
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Premise: You can only research one logic tree per Research Facility... (Choose wisely Grasshopper! ) If you only have one Research facility and are researching say bio improvements and then want to switch to another field... it will take time... almost the same time as it would take to build another Research facility and the transition cost is about the same, and then there is hiring new staff, and, and, and... 

But you're not worried as you've designed your Planetary Build Queue to build Research Complexes not a single Research Complex! ... if only you had the $$$ and the manpower ! Research Complexes are like Urban Complexes and can reside on the surface or above / below ground. 

*** I'm thinking here that it might be a kick to have different types of Research Complexes... one type for each Research Field. This gives your Planetary Build queue something more to worry about. 

------- 

If the research tree is like MoO3 with random picks from each level then your Research Queues, yes queues, one for each research branch, will need to be able to handle the logic of unavailable items. I.e., 

Develop "this" before "that" if "this" is available -or- 
Don't develop "this" if "that" is available. 

If the items become available at random Research Levels, as in MoO3, you'll need to handle that too. 

If "this" becomes available for research while developing "that"... 
a. Continue developing "that" and then develop "this" 
b. Stop developing "that" and "develop "this" first and then resume developing "that". 
c. Stop developing "that" and develop "this" and then develop the next item other than "that". 

Military Design Queue: 

This is the hardest one to develop as the names of your ships can and should vary based on what they are and carry. 

This queue and the Military Build Queue should also be designed such the worst ships are found at the bottom and the best are found at the top. An existing design is marked "Obsolete" as soon as a new "improved" design has been made. Obsolete designs may be automatically deleted from the design pool or at the player's option by the player during play. 

But given good guidelines the player should be able to design this to meet hir (his/her) needs. And of course its not cast in concrete sooooo. 

Premise: Ships have external hard points that the engines are attached to... or the may have weapons mounted on them. Note: it is not necessary to balance the engines... two... one on each side of the ship... as the hard points do this for you automatically. And using only one engine of each type is perfectly normal. 

Example: 
Design: ShipName="Colony Ship - 1-normal bay", ShipType="Colony", HullSize="size"... may have logic to select, WarpEngine1="best warp engine"... or logic to select, SystemEngine1="best system engine" or "Smallest system engine"... logic to select, Armor="armor"... logic to select, Weapon1="None" or ... logic to select, Weapon2="None" or ... logic to select, Weapon3=... ... ... ... WeaponZ='None" or ... logic to select, Special1="ColonyBay1" or logic to select a colony bay that houses more people or is fitted for some sort of a hazardous planet, Special2=... ... ... SpecialZ="None" or logic to select 

There is NO futzing around with items that are always on every ship... its just assumed that they are there and lets drop it! (Ala MoO3... also note the Candy Wrapper recycler found on deck three on the Living Quarters... BLAH!) 

This Queue should be deep enough to handle at least, say 256 (TBD), ship designs. It should also have the logic to help the player create workable code when edited within the game. When edited outside of the game it is up to the user to produce good code... BUT when checked within the game the game must not crash on faulty code and it should highlight the portions of code that are failing and try to help the user determine what is wrong. 

Actually ALL of the Queues should do the above! 

Military Build Queue: 

There are two types of MBQs. Surface based and Orbital.  Surface MBQs build troops, etc and Orbital MBQs build ships and System Defenses. 

Large Fleet game: 
If a planet is large and rich minerally it can have up to "Rich Regions" orbital MBQs. and if it has the excess population it could have "Rich Regions" Surface MBQs too. 

Small Fleet game: 
Each planet is limited to only one each Surface and Orbital MBQ, regardless of wealth and or population. 

Must be able to handle all of the ships designed above plus the ground forces that the player wants to develop. If the player doesn't want something built it is simply left out of the queue. 

Allow for multiple MBQs and be able to change selections during play. 

MBQs are Empire wide and are therefore very complex and complete in their dealing with planets that don't have the infrastructure or the resources to utilize them. 

MBQs can have demands placed on them, empire wide demands, based on your Fleet Build Queues 

The MBQs need to be rich enough in logic to be able to determine if planets U, V, W, X needs to build ship design FF while planets Y, Z builds ship design GG. 

Fleet Build Queues: 

Are a horse of a different color all together. You design them to build fleets of varying size composed of A number of ship type V, B number of ship type W, C number of ship type X, ... etc. 

FBQs are empire wide and also allow the player to flip between up to say 16 various fleet constructs. 

FBQs don't care which hull size they are grabbing for their constructs... only that they fulfill their construct requirements. 

Fleets 

Fleets can be merged from two or more smaller fleets of single ships as long as all of the ships are in the same system. 

Fleet size is not set in concrete but an upper limit may be selected at game start. 

Fleets may consist of any number of ship types and my have any type of ship used as a Scout/Recon, Fleet Defense, Core, or whatever. 

Fleets in battle follow orders without doing stupid things along the way! It really bugs me to see a ship in MoO II and or 3 stick a flag pole up its back side and spin after I ordered it to move to point X! Or watch a flight of Fighters loop while in range of an enemy fleets weapons without attacking it... absolutely absurd! 

Thumper

Attachment B:

First, my apologies for barging in so late in the discussion... but what the hay... I'm that kind of a guy.  

I realize that a lot of these ideas have been hashed out but I don't have access to the hashing…

This post goes with a post I placed in:
"Micro Manage vs Macro Manage… Which is Best?"
See Attachment A:

1.  Galaxy Size:

Personally I like the option of HUGE galaxies...  AND I mean HUGE!  16K stars is a SMALL galaxy!

2.  Star Systems:

Star systems can have up to say twenty planets and each planet can have up to say 32 moons.  A planetary orbit may contain either a planet with moons or an asteroid belt.

However until you have the tech you can't even think about colonizing most of the planets or moons... even those within the "habital zone" for your species.

3.  Habital Zone problems:

-a.  Radiation...  Too much or too little
-b.  Atmosphere...  Toxic, Too hot (Venus), Corrosive Gasses
-c.  Volcanic (Things keep blowing up under your feet)
-d.  Tectonic instability (It's got the shakes and you can't keep to your feet)
-e.  No Land
-f.   No water (or whatever)
-g.  Planet is in the middle of an asteroid belt (and gets showered randomly)
-h.  Planetary orbital instability... (planet does a figure eight in a binary star system around both suns or has a very large elliptical orbit)
-i.   Planet has extremely hostile flora and or fauna
-j.   Planet has an indigenous intelligent species and your empire is bound by law to not interfere. (PERIOD)!
-k.  Atmospheric pressure too high (Venus)
-l.   Hydrosphere is toxic, corrosive, etc.
-m. The star is unstable and has a propensity for dishing out very high radiation levels from time to time.
-n.   The planet has just received a rather nasty knock-knock joke delivered by a rather large asteroid.  (Things should settle down in a couple of hundred years or so).
-o.  The sky is the wrong color and drives your race batty.
-p.  The planet lacks a magnetic field and has no way of blocking harmful solar rotation.  Or the planet is in the process of flipping it's magnetic field and harmful solar radiation is pouring onto the surface

... I think you see where I'm coming from here  

So what happens is you are pretty much left with mostly barren planets or should I say planetlets such as our moon and maybe a Mars or two and the asteroid belts to colonize in the beginning.  Colonizing these will be harsh and need a [b]lot[/b] of support in the beginning from your home world.

As your tech improves you can start colonizing some of the planets that you've discovered and scanned into your data base and couldn't colonize before.

The chance of finding habital, (read able to support you race without modification in any major way), planets, and or moons within your galaxy can be controlled by an option it the Start Up Options.  This option affects ALL races and not just yours!

4.  Movement:

Star lanes... HUH!  No such thing.  Or there are worm holes ala the David Weber (DW) "Honor Harrington" (HH) universe but not all star systems have them... or the ones that do haven't had their WHs discovered yet.

You find a Worm Hole (WH), you need to research it before you can use it... and you'd better make real sure that it's stable!

To find the worm hole you need survey ships scouring the various systems that you've been able to get to.  Some of the WHs will be easy to spot and others will take advanced tech to locate.  And even then some will only be found after a thorough understanding of the system is attained and it/they are theoretically predicted to be in a certain location(s).

The above could be an option selection at the beginning of the game.  Some people like to explore... some like to shoot!

4a.  Worm Holes:

I'd treat these like Planets in each system for the purpose of building up Point Defenses.

4b.  Travel between systems without using Worm Holes or so called Star Lanes:

I'd allow this and go so far as to highly recommend it.

It is the only way of avoiding the Point Defenses around the Worm Holes in populated systems.  And the Star Lanes have more or less precise exit points which can be defended against.

5.  Point Defenses:

You found a Worm Hole... now what?  Again I'd refer to DW's HH universe and start building all sorts of nasties around the entry/exit point(s).  You need to control both ends of any and all WHs within your systems.

Also you have the ability to upgrade ALL hull sizes, if you're willing to spend the $$$ to do so.  (I'd make upgrades cost anywhere from 25% to 200% of a new hull depending on what is being upgraded... it just doesn't make sense to upgrade hull metal type A for hull metal type B... you're basically rebuilding the whole ship... peace meal!  On the other hand upgrading an orbital to a larger size is quite feasible... it is built around the existing hull and comes into service section by section while the old orbital is still providing protection and as new sections of the larger hull are brought on line the interior sections are decommissioned and turned into storage, living or what-have-you space.

6.  Home Fleet(s):

I think the idea of orbitals near each of your planets works very well, BUT I would toss in the need for a Home Fleet that is a percentage of your total fleet or after a while limited to a reasonable defense force.  The population density and the infrastructures within a given system also go into the mix when determining the minimum recommended size of the "Home Fleet(s)".  It will be totally up to the player if they want to follow the recommendations or not.

The Idea of "system ships" for home defense is not a good one... there are times when you need to shift HD ships out and upgrade the Home Fleet with new designs.  The old designs make good scouts and peace keepers in your frontier systems.

I would allow for system ships to be used for scientific, cargo and passenger services.

7.  System wide Sensor Nets:

These are used to alert your Home Fleets of arriving ships coming in that are not using the Worm Holes.

8.  Orbital Defenses:

I'd add hard points to these and allow for the attachment of hyper/warp engines in order to allow them to be built in one system and moved into another that doesn't have the infrastructure necessary to build them.  Once there the hyper drive engines are removed and weapons are placed on the hard points.  (Once move into a new system they can't be upgraded until that system has the orbital infrastructure to do it… or they can be relocated back to a system with the necessary infrastructure and upgraded there.)

9.  Ships - Prior to Gravity Wave Engines:

All ships come with hard points.  Hard points are used for engines and weapons.

-a.  System Ships will have one or two hard points.  The second one for a weapon in order to keep the odd meteoroid or pirate at bay.

-b.  Warp capable ships will have three or more hard points.  Hard Points would be considered "Spinal Mounts" in MOO3 and can only fire forward or aft.

War ships will also have weapons ports for "guns" and "missiles".  These are very flexible in their design giving the player all sorts of options for component trade-offs.

9a.  Ships - Post Gravity Wave Engines:

Here again I refer to David Weber's Honor Herrington universe for my ship designs.

Basically these engines are Sub-Light BUT they can really scoot!  Limited only by the current effects of the ships Gravity Dampers.  These ships can develop anywhere from 50 to 600 gravities for propulsion.

Note:  Once Gravity Wave tech has been discovered your Missiles take on a whole new meaning of BAD!  

10.  Communications with new Species:

As you meet new species you must research their language(s) in order to develop a Translator for that Species.  (If you are wise you'll work with the new Species in order to determine if it has contacts with other Species AND may have a Translation system from the other Species to/from their languages(s)... This gives you a leg up when you meet that Species for the first time.

Once you've met all of the other species a "Universal Translator" can be developed.  Until that happens you can have versions of "Limited Universal Translators".

Thumper

Attachment C:

The following is a response to a "I hate scripts" post.

That's the point of the scripts.  Once composed you don't need to micro manage PBQs, MBQs, or what have you.

As most TBGs are now you must spend most of your time managing redundant choirs... that are better left to your AI and your AI is driven by your scripts.

You only need one PBQ and one Surface MBQ and one Orbital MBQ script to handle ALL of your empires planets and military needs.  And driving the MBQs is the Fleet Build Queue (FBQ)... of which you can have several to select from as necessary as conditions change.  The FBQ also is empire wide.  (Then you won't care which planet is building which ship... at some point you have a completed fleet built to your specifications.)

Also note:  FBQ should be flexible enough to handle building multiple types of fleets at the same time.  I.E., you want a CARRIER fleet and you also want COLONY ships built and on other planets you want ORBITALs built... the FBQ and the Orbital MBQs can do this for you all behind the screens... it just happens just like you want it too.  

Not only that, but the various queues keep track of what is already built and say for instance you want a mix of Carrier Fleets and Troop Fleets... say four Carriers to one Troop...  your MBQ and FBQ tack your existing fleets and build replacement fleets or new fleets as necessary.

Thumper