I made a new version of the mod. Main idea is to reorganise the informations in function of their importance. The previous version was focus on the efficiency, it was actually a mistake as the most important values that define your economy are the metal and energy gross income. Then the gross income are placed at the center in big. I kept the net income as it is still useful. And the ratio or efficiency are placed at the exterior. A new feature is the ratio energy / metal, this value should not exceed 100 as your basic fabbers have a ratio of 100. Then the energy color turn to "spoil" when the rato energy/metal exceed 125. Another point the "spoil" color have been changed to fushia, because it is more aggressive than blue. Edit : files attached, PAMM uplaod is coming soon.
here's a question: why prioritise gross income over net income? Net is what you need to know the most, gross is there just so put get he general idea of how much you've expanded.
I watched a lot of game, and in 99% of the case the winner is the player with the biggest gross income. The gross income define everything else. example : Player A has 400 metal gross income, and -300 metal net. Player B has 200 metal gross income and 0 metal net. Even if player B manage his economy very well, player A still has much more metal and will certainly win the game. So i place the gross income at the centre of attention to encourage players to increase constantly their income, and to let them now the real size of the economy and what kind of activity this economy can really sustained. Last but not least, the net income or ratio is greatly represented by the color.