Just realized this earlier statement of mine was in error:
there's not a sensible way of making these changes optional
There's actually a pretty simple method, involving the adding of one more lobby toggle: "Simple Econ" (gladly accepting suggestions for a better name, originally was "Heavy Metal", heh)
This toggle would default to off, but if on it would redirect all inflow to or outflow from crystal to be to metal instead. In code that's actually like a 5 minute change.
- What would take me maybe an hour longer is having all the relevant displays check for that toggle and show the right metal amounts, costs, etc, and not show crystal at all.
- And another couple minutes to make mapgen seed only metal if that toggle is on.
- Metal would also need to be able to store 1,999,999 instead of 999,999 if the toggle was on (anyone pointing out that this is actually 1 higher than 2x will be... well, they're probably enough punishment upon themselves), but that's just a few minutes since it would be able to take up more space on the resource bar anyway.
Anyway, this would go along with the changes in my last proposal (though with the "zero resources" category getting 1m/1c instead, or 2m on simple-econ), and would give you an option that's a lot like "use the historical model, but cut to the chase since m and c aren't really different anyway". But if you wanted a bit more
painstrategic decision making, well, it'll be there, mocking the people playing simple-econ (maybe I can get Wingflier to suggest an implementation for that part, I think he'd be good at it).
To be clear, turning the new toggle on is telling the game "make this easier" (and if combined with other such options might make me not consider feedback/AARs based on it to mean anything about overall balance), but I'm confident those of you who actually want to compensate for the reduction in difficulty will somehow find a way to accomplish that.
Thoughts?