There should be 3 power setting to reduce player micro. On, Off, and Conserve. On consumes even when negative, and tries to divide it's share of the pie. Off turns it off until ordered back on. Conserve turns it off if power is below a threshold, similar to how radar ceases function, except this turns power off when in the red but not completely out yet (15 percent?), and turns it back on when it goes back in the green (80 percent). EXPANDED: This is another trickier idea, this required game engine hooks to be added and changed, some labor intensive work for devs. However, it would be nice if there was a "priority" setting for power too. Priority means in case of a stall, it runs at full efficiency, and everything else runs even more reduced. The build efficiency at top shows the "non-priority" efficiency percent, anything priority runs at 100%. If too many things are on priority, priority is prorated as well, or perhaps if easier priority is simply disabled and priority stalls as much as non-priority, or the third option is giving priority an efficiency percent and anything non-priority is left with 0 resources so their build efficiency is simply 0 and they stop (it is possible to have a 0 economy and if divided the game could calculate non-priority having 0 resources available. Because it would be nice to 1-click priority a single project and say to hell with the rest of the projects if that will win you the game. However, it requires the ability for the economy to give first dibs to economy drain to priority, and then calculate the "economy remaining after priority takes from the top", then apply that to everything else and calculate it properly in economy bar. Priority would thus be a huge workload for devs to add. However, Conserve is imperative and devs should add it plzty. BOTTOM LINE, conserve will save people 20 clicks, priority will save people 20 clicks more. This is essential shtuff. Like my post, tag jables, do what you must.