The way one has to move sliders to alter percentages of spending - is hard to understand to begin with,
and difficult or at least tedious to manage and optimize. It's also a bit counter intuitive that when I build a brand
new research center, my millitary production suddenly drops.
I'm proposing a change that is slight, fits with the idea and workings of the current economic system, and does not even need any change to the AI (it can simply do what it's doing now).
Just change the three sliders, so that they each apply to their respective fields. That is - if I put research to 80%, then I use 80% of my research capacity. So if my capacity is 100, I'll produce 80 rp every week. This will of course cost 80 bc, like it does now. But it's much simpler to control. I can instantly see how much research I'm capable of, instead of having to slide mill and social to 0%. Also thing won't suddenly shift around, like when I'm finished constructing something.
If I'm at 100% research, and still fall behind the race, I know instantly that I need to build more research facilities.
If I have the capacity, but can't afford to increase the slider - I know instantly that I need to improve my economy,
and I can instantly improve the situation by decreasing f.ex. millitary spending.
This should fit right into the game mechanics - you can accomplish the same results with the existing sliders - but it requires tweaking them all the time, and it's difficult to get optimal results. The way it is now, is a bit too.... Civ 1 like.
Fantastic game otherwise though!