I must say I like Richard's proposal, in terms of content.
If you show it in a tree structure, it looks less like an accountant sheet, you would see:
Legion (cost 920) and 2 boxes %age/amount.
I also like Mark's proposal, for military units:I want this amount of stuff in X turns, and the X turns provides feedback on percentage of taxes spent there. I agree about making a whole army repartition window (kind of a unit workshop except it is an army workshop), but think this is not top priority (it won't work if we don't get the other stuff right before IMO).
For wall and road building, when laying out a road or wall, we should have a panel (which you can corss so you won't see it again if you have set your mind forever) asking how much time we should wait before completion and indicating the %age of total spendings that this would require, with a warning if you go into a deficit. This would make the roads/walls costs in the econ panel informative only, reducing both interfaces to a single button/UI: End build would spawn the cost panel, unless you don't want to, in which case it will remember the number of turns you used last time. The dialog could be forced if you go into the main econ panel and say you want to change it.
Thus I'd have two options for every econ order:
%age or amount in number of turns. The %age is always there as information, and there is also the rate of construction amount nearby.
If you show it in a tree structure, it looks less like an accountant sheet, you would see:
Legion (cost 920) and 2 boxes %age/amount.
I also like Mark's proposal, for military units:I want this amount of stuff in X turns, and the X turns provides feedback on percentage of taxes spent there. I agree about making a whole army repartition window (kind of a unit workshop except it is an army workshop), but think this is not top priority (it won't work if we don't get the other stuff right before IMO).
For wall and road building, when laying out a road or wall, we should have a panel (which you can corss so you won't see it again if you have set your mind forever) asking how much time we should wait before completion and indicating the %age of total spendings that this would require, with a warning if you go into a deficit. This would make the roads/walls costs in the econ panel informative only, reducing both interfaces to a single button/UI: End build would spawn the cost panel, unless you don't want to, in which case it will remember the number of turns you used last time. The dialog could be forced if you go into the main econ panel and say you want to change it.
Thus I'd have two options for every econ order:
%age or amount in number of turns. The %age is always there as information, and there is also the rate of construction amount nearby.
Comment