I'd move the empire-wide modifier to a galaxy-wide modifier. That directly attacks the problem of late-game performance regardless of galaxy settings (number of empires) and player cheese tactics while substantially reducing the impact of the modifier on early game.
*edit* Reducing the number of pops expected on a completed colony back towards 25 would also go a *long* way to fixing the problem.
I am not really sure about galaxy wide effects for pop growth, but i never got why a district needs to add 3 jobs. Isnt one enough? One district, One job, One pop. How much these produce is a balancing issue, but this would reduce the pop count to one third or LESS what we had in 2.8.x.
In the current system one building adds 1-2-3 jobs for labs and foundries and replicators. The least two grant production bonuses to the other regular jobs. The energy nexus, mineral plant, science control thing and ministry of production dont even need a job at all (10% more raw resources ending in 10-20% more production sounds good). Ecumenopolises could stil grant 2 jobs per district.
Or should we get another district type for city districts? Which grant science jobs and/or merchants and/or entertainers and remove housing at all? Squeeze every job into districts and use buidlings just to boost up these districts. In this case a 20 sized planet ends up with... 20 pops. Like industrial districts benefit from a foundries or replicators, city districts are controlled by a lab, entertainment building or stock exchange.
Everything around is balanceable: How fast pops grow, what upgrades from buildings grant what bonus. Just thinking, if i had the time o would mod it just to try it.
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