Hello! The efficiency proximity bonus feature interesting but as it speeds up resource consumers rather than producers I find calculating production amounts frustrating.
For example, to produce 12 blue science per minute requires exactly:
3x blue science factories
2x atmosphere processors
2x crude oil extractors
In practice these blue science factories will sit idle some of the time depending on their efficiency bonuses, though, unless additional inputs are provided (which cannot be balanced/calculated perfectly, there are frustrating overages and mismatches).
My suggestion is to always run at the same speed (so consumption is constant, predictable, and calculable) and produce extra outputs based on their efficiency. For example, a 50% efficiency bonus would output an extra blue science every other production cycle. This would have the same benefit of additional throughput and more output/minute but without impacting production chain planning.
That’s a really thoughtful approach! I’ve also found that treating bonuses as “extra” instead of core production makes planning much less stressful and avoids unexpected chain breakdowns. For teaching purposes, it often helps to combine hands-on simulation with platforms that already specialize in educational tools for modeling such systems. If you’re curious, I came across Education Software Development Company which might give you some ideas on structuring your project.
Interesting points raised here! From my experience, the core challenge with efficiency bonuses is that they blur the line between steady-state planning and variable output. It might help if the game implemented a dual-layer tracking system: one layer for guaranteed production rates and another for bonus outputs that activate probabilistically or in bursts. This way, supply chain planners can design around predictable baselines while still benefiting from efficiency spikes, reducing idle time frustrations and overproduction issues.
I’ve run into the same issue where the efficiency bonus turns planning into a guessing game: everything looks calculated, and suddenly some factories go idle. A helpful solution could be giving players the option to manually toggle whether the bonus is considered in balance calculations or not. That way you can build a strategy either around a stable baseline or a riskier but potentially more rewarding setup. This would add flexibility and make the mechanic feel more transparent.
I just wanted to say thanks for the great discussion here. It’s encouraging to see how many different approaches people have developed to handle efficiency bonuses and supply balancing. Reading through your suggestions gave me a lot of clarity and some practical strategies I hadn’t considered before. This kind of exchange is exactly what makes the community so valuable.