Ya, what he said.

I know it won't model a resource "Personnel" efficiently. And while I agree with you Kana, that it would be nice to have that level of control over a new resource we don't. So I will have to use what I... have(?). Now as SJ said I am going to change the icon from rad. I discussed this in an earlier post. I also posted a pic of the change from Minerals to "MC". Changing the pic is really no challenge at all. Now if David can get me a nice pic to use. I don't plan on this resource being "crew" it will be more abstract like crew/workers. I have no plans to implement a complex system of entertainment centers, el etc. I prefer the simple and straightforward. Universities will produce the crew/workers. Storage is arbitrary as I can't set it to zero. Likewise there is no way to control the reduction in workers (Rads) when finite resources is on. If it is really that important to have an explanation as to why the resource is decreasing than say it is apathy. Over the years people grow more apathetic to work and want the machines to do it all while they sit in front of the Smell-O-Vision. It's just a game and there are limits. Some handwavium will be introduced into the system and most players won't care about the whys after a turn or two; if they ever did in the first place. As for the resource being affected by Rad/Personnel percentage so what? You can't say every city in your state produces the same number of graduates; between state-to-state maybe; how about country-to-country? No than how about from planet-to-planet.