Mechanically? Increasing my research past 150K per month, increasing fleet power, and producing enough infrastructure to support the empire (admin and strategic resources). Not too much, but those 200+ colonies have tonnes of unfilled jobs that are unsightly. Even with about half the colonies building very few districts.
That's not a 'for what' beyond just increasing big numbers of the sake of bigger numbers. What, aside from the number itself, strategically changes if you have only 75k science per month? Will you have to re-arrange your science-vs-alloy economy? Will you lose the next war?
'Unsightly' is not a valid strategic consideration. It is an aesthetic.
Yes, and? That leaves 196 colonies empty. Also it's not like my pops are evenly distributed to begin with.
All the better. So what if 196 colonies are all-but empty? Power comes from pops and their output, not the number of places where pops are.
The advantage of mega-worlds is their economies of scale. 500 pops on an arcology are worth more than 600 pops on normal worlds because not only do they get 20% bonuses, but have far higher efficiencies in upkeep requirements, requiring fewer pops on upkeep roles. They make pops worth more by being there rather than other places.
Once Ringworlds and Ecu come online, the primary value of any other planet is to provide resources to the specialists there.
I hate vassalization. Not just that the the AI sucks, the resources are more efficiently handled in a single empire, or the dilution of Galactic Council power -- I don't want vassals. I think it's boring and generally terrible game play.
This is a boring and generally terrible understanding of how the the subject system.
Influence is your limiting factor for expansion, megastructures, and galactic resolutions. It is gated primarily on a per-empire basis, and the fastest way to get more of it in the galaxy is to have more empires. Those empires may not use it as efficiently as you desire,
but they actually have it to spend.
Moreover, subjects actually
expand your galactic influence. Set aside whether you actually need more diplomatic- at your levels you should easily be able to dominate the galactic community without any favors, and if you're not you need to explain how and why. Loyal subjects- which is to say subjects weaker than you- can have favors bought for basic resources you should have in abundance, increasing your diplomatic weight above what you'd be able to have on your own. Subjects released from your territory, sharing your ethics and civics, will naturally be diplomatically aligned and generally vote for the sort of things that would benefit you both. Subjects can use the influence
they generate to start the sort of galactic community resolutions that benefit you disproportionately but which you'd not want to use your influence for/have already invested in a different resolution. Subjects in Federations further boost the president's power through the various Federation mechanics including the Federation fleet, which increases with member fleet capacity, letting the Federation President have a more decisive say in the galactic community.
You balance these resources -influence and pops and diplomatic weight- against other resources you have. Yes, you could probably manage the energy/minerals/science production better... but those aren't the limiting resources in dominating the Community or in expnading across the galaxy. Complaining about a shortage of limited resources
while ignoring the systems that let you address them is self-inflicted.
And I doubt a vassal doubles my influence gathering from 15 / month to 30 / month.
Each vassal will- depending on their techs and what your build is when you release them- produce at least about 5 influence a month. 3 base, about 2-3 from factions, before other build considerations.
If your chokepoint on expansion or habitats is influence, releasing just three single-planet sectors will double influence production for the governed space they control.
Will the AI build only research habitats or will it waste influence on resource habitats?
Since you lack the influence to build either, either is more resources, pop growth, and habitats than you would get.
How many times will it claim the same system or claim systems inside empires I have no interest in attacking?
Basically never, and since it's influence you'd not have in the first place it doesn't detract from your influence spending on habitats and mega-structures and galactic community resolutions. And since you're not obliged to help wars of aggression, you don't need to attack even if they do.
Then there's the point of understanding what different subject states even do. Different subjects have different rights. Unless you have Feudal Society civic, Vassals themselves do not expand, that's tributaries. They also do not have normal diplomacy rights.
Tributaries can expand, but all AI empires favor expanding to their natural limit over invading neighbors unless they're much stronger. If the tributary thinks they can win, no involvement by you. If the tributary doesn't, it won't attack. If the tributary has the tech and the alloys but is weaker than the neighbor- and they probably will be since they started as a tributary minor sector and not a year-0 empire- they will build habitats.
Heck how many times will it claim one of my systems?
Bascially never, if you give them the alloys to build habitats. And since it's your subject, it would have to launch a war of independence before it could even if it had pre-existing claims, which it won't since you released it from your own empire. Also because it's a subject, it would only try to become independent if it and all other rebellious subjects outpowered you.
But since you're a
200 planet/6000 pop empire and it's starting as a dinky 1-sector subject with with a few pops at best at the start, that's not going to happen.
And, of course, integration.
How many foolish edict shifts will it perform or planetary decisions will it enact?
Basically none, since the AI prioritizes expanding over edicts and wants to grow its planets. It's not going to use influence to stop it's pop growth, and while it may spend influence on edicts before habitats, an AI with the access to habitat techs and alloys will build them over constantly changing edicts.
But since it's influence you wouldn't receive in the first place, it doesn't matter as long as they spend any net-positive influence in ways you couldn't afford to.
I'll be lucky to get a useful +1 a month from a vassal.
Which would still be a nearly 10% increase on your most restricted resource. But even that misses the point.
'You' don't get any influence directly unless it's a protectorate, at which point it's .25 influence a protectorate, which for minor ones is far more useful than most single-planet system.
The point is that the
other empire uses influence it generators for things
you'd like to have influence for, but don't have the generation for. Which means a tributary is saving the overlord 75-ish influence
per system it expands to, or a vassal is saving 150 influence
per habitat you front the alloys for, and of course the holy grails of using Vassals to build mega-structures for 300 influence
and side-stepping the fact that your own empire can only build one of max. Using vassals as mega-structure builders is the most OP use of them.
If a Tributary you give two hundred alloys to expands two systems, that's enough influence you
didn't spend to build another habitat. If a Vassal builds just one 150 influence habitat before you integrate it at a cost of 1 influence a system/pop and 5 influence a planet, you are likely saving 145 influence, or nearly a year's worth of influence generation.
If the Vassal spends all the alloys you gave them on a kick-ass fleet, that too can be used to your advantage: vassals joins the overlord's war, and so you can use vassal fleets that, while not as well designed as yours, are an extra 90-ish fleet cap from the techs you gave them more than you'd have unless you spent all 20 pops as soldiers instead.