The new pop growth system allows us to improve performance, the problem is in the late game, when growing pops becomes really slow, to the point that end game structures like ring worlds and ecumenopolis are usually empty.
The new automatic resettlement system doesn't help, since you will rarely have unemployment now that pop growth will slow down (both because of housing issue and becouse of your epire population growing bigger)
For as much as I love this new system, complains about this problem in the endgame are not wrong, so I wanted to propose a possible solution for the devs (or for modders at least):
Making so that jobs inside those structures consume and produce more per pop working. So you will still have a ringworld with few pops, but that can still be usefull.
Of course this doesn't make sense, since those "worlds" are made so that hundreds of pops live there, but we will never have hundreds of pops living in a ring world anyway.
We could think that pops inside a ringworld or ecumenopolis would have a different "weigth", representing a population unit that is bigger than the normal pops. At least as a way to justify this mechanic.
Right now the investment you put in those structures are not worth the effort. Yes, you can get 10 researcher jobs just by spending 2 exotic gases per month, but it still doesn't justify the amount of alloys and influence spent into bulding such structure. You could had used those alloys to build fleets and that influence to claim system, because in the end game the best way to gain power is to steal pops (for example by conquering planets).
What do you think of this suggestion? What do you think of the new pop growth system? Do you have other ideas?
The new automatic resettlement system doesn't help, since you will rarely have unemployment now that pop growth will slow down (both because of housing issue and becouse of your epire population growing bigger)
For as much as I love this new system, complains about this problem in the endgame are not wrong, so I wanted to propose a possible solution for the devs (or for modders at least):
Making so that jobs inside those structures consume and produce more per pop working. So you will still have a ringworld with few pops, but that can still be usefull.
Of course this doesn't make sense, since those "worlds" are made so that hundreds of pops live there, but we will never have hundreds of pops living in a ring world anyway.
We could think that pops inside a ringworld or ecumenopolis would have a different "weigth", representing a population unit that is bigger than the normal pops. At least as a way to justify this mechanic.
Right now the investment you put in those structures are not worth the effort. Yes, you can get 10 researcher jobs just by spending 2 exotic gases per month, but it still doesn't justify the amount of alloys and influence spent into bulding such structure. You could had used those alloys to build fleets and that influence to claim system, because in the end game the best way to gain power is to steal pops (for example by conquering planets).
What do you think of this suggestion? What do you think of the new pop growth system? Do you have other ideas?