As Pali says, we have already done a ton in both the demo, and then even more in the actual 2.2 build to limit the economy more and have some slightly different avenues to grow it, including new economic structures. The result is that in most GCs, it takes a hell of a long time to reach the point where you have more credits than you can use, if ever. This has been covered quite a bit in other threads, updates, and videos. We've also talked about how economic changes have to be progressive- if you change everything all at once, the mod will not just take forever, but you run the risk of completely fucking up balance and playability more generally. If the changes in 2.2 aren't enough to limit economic capacity, we'll continue to adjust them and make additional changes where possible.
You also have to keep in mind the limits of the game engine. We aren't exactly unlimited in terms of options.
I would like to see it made harder acquire equipment for troops because we all know that due to the empires collapse nearly everything was seized and split amongst the various warlords, I hate how every factions has this inherent ability to train, arm and equip soldiers with weapons and armor and ammo, here's the big one, MEDICAL SUPPLIES, where are they getting all the medicine to help troops.
What does that actually
mean in terms of gameplay? Are you suggesting new resource types or something?
I think what needs to happen is the reintroduction of planetary effects, so certain planets have these effects ( I don't want to go through all of the effects these planets could have we would be here all day if so)
The planetary effects don't really have anything to do with the economy, except the 1) "this planet has an increased credit output" effect, which isn't an effect and just a tooltip- there's plenty of planets in the mod which have higher or lower than average credit outputs, and the game says directly what they're putting out and 2) "this planet gives a cost reduction to unit x" abilities, which we've worked in a shipyard companies, which tend to be more flexible. Everything else is combat bonus relatyed.
There's also an issue with making mechanics in the mod too dependent on planet abilities, even if planet abilities in EaW
were useful in whatever way you're hoping for. There are roughly 250 possible planets in the mod, 300 if you include those slated for FotR, and those planets appear with varying frequencies spread across 19 GCs and 8 playable factions that control different positions and different amounts of territory. Getting consistency with planet abilities as a core feature in something small and localized like Stars Align or Isard's Revenge and still work in a galaxy-wide scenario like Art of War or Empire's End is, quite frankly, impossible. That's why we typically go with things that are more flexible, like the Capital buildings (Senate, Rancor Base, etc) and shipyard companies instead of potentially giving the New Republic 17 planets that happen to buff their units by 10% damage and Armour or something while giving the other factions absolutely nothing, depending on the GC (though, those bonuses have nothing to do with the economy, but you haven't actually said what the bonuses you're thinking about what actually
do).