Most of the discussion on the forum since 3.0 launched has been centered around the empire-wide pop growth malus.
Yes, it really is reaching the point where they should make a venting thread for this. Like they did with FTL. And Sectors.
Because nothing much is comming from these discussion other then "me no like, remove."
However unlike FTL and Sectors, this is something that can be removed via modding. If enough people agree, then you should have no issues finding multiplayer games with the same mod. So you should still be able to play the game you want, without these rules.
1) It can be easily cheesed by making sure that there is no more than ~25 jobs on any given planet (exact number varies slightly based on capacity), allowing players willing to micro to double organic growth more or less forever. Most of the other issues with logistic growth follow from this one.
2) It increases population counts dramatically. Logistic growth effectively doubles organic growth. Right now, the empire-wide malus "hides" this to an extent, but if that is removed or reworked (and given the extreme backlash against it, there's a good change it will be. If not, mods removing it already have tens of thousands of subscribers), it will make lategame 2.8 performance issues come back worse then ever.
5) The AI has no idea how to handle it. While players can get x2 organic growth forever, the AI has absolutely no idea how to do this, and just plays as if it didn't exist. The game is already full of powerful mechanics that the AI has no idea how to use. Adding another one, and one that is incredibly powerful, makes the single player experience much worse. The AI already struggles (to put it generously) to deal with the other major economic changes in 3.0 (industrial districts and the empire-wide malus in particular); adding another one is a bad idea.
6) It incentivizes bizarre micro/gameplay incredibly strongly. Getting such a massive boost for leaving all of your planets half-developed feels silly and requires quite a bit of micro (having to do a new math problem for each planet). It also makes prebuilding non-city districts a terrible idea.
Two simple fixes:
1. Capacity is the lesser of Jobs or current capacity
2. As long as there are places to migrate too, this growth reduction is fed into the migiraiton system. However it
must be substracted even if there is no place to migrate too - that is why trying to solve it via migration always failed.
4) LG is poorly explained (not really explained at all) in-game
It is a Logistics Curve. Not even the name has been explained by the original inventor. Like, where is that "logistic"?
However it is a very natural thing. In fact, it was developed to
model the natural growth. So it is not a "unnatural" concept as man claim.