This brings me back to the rolling-it-into-command-stations idea, transformed in response to earlier stated concerns about it:
(please note that I'm not trying to put this forward as what we're going to do, Chris would likely not want to go this route, but as a thought exercise...)
- Remove energy reactor I/II/III from the game.
- Relabel Energy so as to communicate the concept of "Normal Energy Production Capacity".
- Have all command stations produce their current amount of energy + 125,000 (the amount one normally gets from a I/II/III reactor trio).
- When processing one "tick" of energy/m/c consumption:
-- If your total energy bill is less than your energy production, deduct 1m and 1c from your income for every 2667 energy spent (the current efficiency of a mkII reactor).
-- If your total energy bill is greater than your energy production, pay for the "first 100%" at 1m+1c per 2667 energy, and pay for the "second 100%" at 1m+1c per 1600 energy (60% efficiency, same as the second mkII reactor on a world).
-- And so on; 1m+1c/960 for the third 100%, 1m+1c/576 for the fourth.
And that's where I notice the flaw: if we let it go on infinitely, meaning that your ff's _never_ go down due to energy brownout. Sure, your m+c is totally tanked, but you aren't vulnerable to that energy-quick-kill that's one of relatively few ways the AI can truly threaten (in a game-over sense) a well-defended player.
But isn't that already the case now, except that you have to manually build the energy infrastructure? If you just pick some really backwater planet that the AI will never go for until after it's taken out your homeworld, you can just pile up a billion energy reactors and if you ever have an outage you can turn on however many of them are necessary: your m+c goes down the drain, but your ff's stay up regardless of what happens. Though you wouldn't be able to repair the ff's mid-battle (via nesting and tons of engies), which puts a definite time-limit on how long they last under fire.
Granted, building up that "infinite safety net" takes a significant amount of m+c initial investment, so it's not really free, but it seems troublesome to me that it's thus possible to prevent those quick-kills via a form of gameplay that doesn't seem particularly fun (which is the general complaint in favor auto-management: at least remove the part where the human has to implement it).
On the other hand, if we "cap" the degree to which you can take the inefficiency (say, no more power after the 1m+1c/576 tier), we get away from that invulnerability issue but probably annoy a lot of players who like being able to squeeze infinite power out of a few planets
So hmm, still thinking.