Goodmorning all;
It'd be more realistic to have a MM option where some things are simply hidden from you if you want it on simple. The AI governor can take over and automate stuff like town development, tax rates, combining resources, etc. You'd then not see that stuff, but it's actually going on still.
Making multiple systems the way you described it is as others have mentioned a development nightmare, and not practical if they ever want to release the game.
The problem i have with this is that the "if you have something so complex that you want the AI to do it for you . . . it shouldn't be that complex in the first place" people still will feal that they are not playing a game built for them. they are playing a game crippled for thier ammusment.
If you read frogboys post on player added mods and exponentially complex chains of supplies to build bigger and better creatures ad-infinitum, you get the fealing that just turning that all over to the AI is somewhat of a copout.
What i'm proposing is seperated levels.
There is a big war going on over Camp 1 vers Camp 2 vers Camp 3 economic models. with Camp 1 being super micro, Camp 2 being no micro and camp 3 being various inbetweeners (and camp 4 being a differnt camp 3 that doesn't seam to be overly popular... correct me if i'm wrong).
The thing is if you make camp 1. it's easy enough to render it into camp 2, or something less encumbering. (all MRs are everywhere in a omniexistent warehouse, stuff is instantly transported to where it's needed, infinite storage.).
Yes it adds a significant ammount of work for the developers . . . but if they are setting out to make Camp 1 a reality the ammount of additional work to make one or two simpler versions also work is only a small fraction. (In general proper balancing increases in dificutly as a semi N! ((N)* (N-1) * (N-2)) {N = number of reasourses + rules for manipulating resoureses} [how many handshakes can a group exchange without two people shakings hands twice]) if you simplify the game removing some resourses everything becomes that much more easy to balance.
Also if they follow this path, then they can make a Camp '1 STAR!!' Supper over the top micromanagement for the supreamly detail oriented personality, and not piss/scare anybody off that it's too much micromanagement.
lastly just having the opening choice opens up the possibilty to for modders to mod each seperately, yielding mods build for low micro and mods for high micro and beyond.
Anyway that's what i was hopeing to convay, more so
Best wishes all
Robbie Price