The Pop system in Stellaris is, honestly, a mixed bag. It makes planet management much more interesting than province manangement in EU4 or CK2, which is a plus, but on the other hand, the micromanagement involved does not scale well to the late game. This is part of why Sectors exist, but we don't need to be told that the AI is not very good at playing the tile management game, and so Sectors continue to be a headache.
Switching from the more abstracted Pops to a more concrete Population counter confers a few advantages. It's much more fine-grained than Pops are, which means that all of the discrete Pop processes are closer to continuous. This means effects that add/remove/move Pops -- pop growth, migration, resettlement, and the interstellar railroad -- will be gentler, continuous processes, which means less freaking out when your planet is suddenly starving because you didn't notice one of the farmers moved away. (You could also reach equilibria where migrating population is balanced by new population, so you're basically exporting population from certain planets. But i digress). This also allows bombardment to have more teeth without being too overpowered, and provides a ready-made framework for disease, forced sterilization, and more.
Finally, having a full population count allows for a Manpower mechanic for Army and Navy size, not unlike that in HOI4 or EU4.
The population dynamics itself is straightforward. Population would grow at a rate dependent on the current population (of that species), the total population, the planet size, and the species habitability (some simple approximation of logistic growth). Larger planets would be able to support a larger population without penalty, and the habitability of a planet reduces the maximum population it can support. Modifiers like death from disease, purging, or bombardment; or growth from migration or resettlement would be applied on top of the base growth rate.
More complicated is how to replace the tile and building system. My thoughts are this: each planet has a Development score in 4 areas: Infrastructure, Industy, Finance, and Agriculture. Industry, Finance, and Agriculture are straightforward, and represent the 3 basic resources in the game. Infrastructure represents the basic infrastructure required to support the population -- planets with insufficient infrastructure will incur a happiness and growth penalty. On the other hand, surplus infrastructure will give a small happiness bonus to the population, and will increase migration attraction. Species with better living conditions require more Infrastructure. Infrasturcture is also important for buildings, but more on that later.
Each Development category can be increased in rank and value. Increasing the value is akin to building more basic mines, farms¸ etc. Increasing the value of Infrastructure increases the population that can be supported without penalty. Increasing the rank is akin to upgrading those basic buildings. The total development value is limited by the planet size (to throw out a number, 5 times the planet size, but it could be more).
Basic mines, farms, and power planets are removed from the game, and relegated to the Development scores. All other buildings are divided into two categories. Common Buildings are Labs, Strategic Resource buildings (like Betherian Plants and Xeno Zoos), and anything else that wasn't planet unique -- they can be built multiple times per planet. Unique Buildings are everything else, and are planet unique. Buildings count against the development limit of a planet (1 per building), and are limited in number by the Infrastructure value. Buildings might have other requirements, as well -- certain development ranks and values in certain areas (e.g., the Mineral Processing Plant requires Infrastructure II and an Industry development of at least 20), or a minimum population (e.g., for the Capitol).
Tile blockers would act like buildings, except they would occupy up a larger number of Development slots.
The removal of Pops and tiles presents the question of how to enure different populations (e.g., different species, or slaves vs. non-slaves) work the appropriate tiles. I considered a complicated queuing and population assignment system, but I realized that this would be way too much micro. Instead, each species is distributed across Infrastructure, Industry, Finance, and Agriculture according to the relative development values of each category. Population assigned to infrastructure is further subdivided among the common buildings. The exceptions to this equitable division of labor are:
Below I've made a mock-up of what this could look like in-game:
The top row shows the current Development and Infrastructure Surplus/Deficit. The middle row now shows the total population instead of the number of Pops.
The top panel shows a species summary of the planet, and an ethics summary of each species. The bottom panel shows the Development of the planet, broken up into each category, and the buildings that have been constructed. The yellow triangle on the Industrial development score is the upgrade button, and the orange bar below the Infrastructure development indicates I'm building more infrastructure. I was envisioning a CK2-like interface for buildings, but I kind of failed and gave up with the mock-up for that part.
Switching from the more abstracted Pops to a more concrete Population counter confers a few advantages. It's much more fine-grained than Pops are, which means that all of the discrete Pop processes are closer to continuous. This means effects that add/remove/move Pops -- pop growth, migration, resettlement, and the interstellar railroad -- will be gentler, continuous processes, which means less freaking out when your planet is suddenly starving because you didn't notice one of the farmers moved away. (You could also reach equilibria where migrating population is balanced by new population, so you're basically exporting population from certain planets. But i digress). This also allows bombardment to have more teeth without being too overpowered, and provides a ready-made framework for disease, forced sterilization, and more.
Finally, having a full population count allows for a Manpower mechanic for Army and Navy size, not unlike that in HOI4 or EU4.
The population dynamics itself is straightforward. Population would grow at a rate dependent on the current population (of that species), the total population, the planet size, and the species habitability (some simple approximation of logistic growth). Larger planets would be able to support a larger population without penalty, and the habitability of a planet reduces the maximum population it can support. Modifiers like death from disease, purging, or bombardment; or growth from migration or resettlement would be applied on top of the base growth rate.
More complicated is how to replace the tile and building system. My thoughts are this: each planet has a Development score in 4 areas: Infrastructure, Industy, Finance, and Agriculture. Industry, Finance, and Agriculture are straightforward, and represent the 3 basic resources in the game. Infrastructure represents the basic infrastructure required to support the population -- planets with insufficient infrastructure will incur a happiness and growth penalty. On the other hand, surplus infrastructure will give a small happiness bonus to the population, and will increase migration attraction. Species with better living conditions require more Infrastructure. Infrasturcture is also important for buildings, but more on that later.
Each Development category can be increased in rank and value. Increasing the value is akin to building more basic mines, farms¸ etc. Increasing the value of Infrastructure increases the population that can be supported without penalty. Increasing the rank is akin to upgrading those basic buildings. The total development value is limited by the planet size (to throw out a number, 5 times the planet size, but it could be more).
Basic mines, farms, and power planets are removed from the game, and relegated to the Development scores. All other buildings are divided into two categories. Common Buildings are Labs, Strategic Resource buildings (like Betherian Plants and Xeno Zoos), and anything else that wasn't planet unique -- they can be built multiple times per planet. Unique Buildings are everything else, and are planet unique. Buildings count against the development limit of a planet (1 per building), and are limited in number by the Infrastructure value. Buildings might have other requirements, as well -- certain development ranks and values in certain areas (e.g., the Mineral Processing Plant requires Infrastructure II and an Industry development of at least 20), or a minimum population (e.g., for the Capitol).
Tile blockers would act like buildings, except they would occupy up a larger number of Development slots.
The removal of Pops and tiles presents the question of how to enure different populations (e.g., different species, or slaves vs. non-slaves) work the appropriate tiles. I considered a complicated queuing and population assignment system, but I realized that this would be way too much micro. Instead, each species is distributed across Infrastructure, Industry, Finance, and Agriculture according to the relative development values of each category. Population assigned to infrastructure is further subdivided among the common buildings. The exceptions to this equitable division of labor are:
- Livestock are all assigned to Agriculture (even if it would be disproportionate).
- Slaves, Proles, and Robots/Droids are preferentially assigned to Industry and Agricultre (in that order) (if there are more slaves/etc. than can be assigned to these categories, then they are assigned to Finance, then Infrastructure, and suffer the relevant penalties)
Below I've made a mock-up of what this could look like in-game:
The top row shows the current Development and Infrastructure Surplus/Deficit. The middle row now shows the total population instead of the number of Pops.
The top panel shows a species summary of the planet, and an ethics summary of each species. The bottom panel shows the Development of the planet, broken up into each category, and the buildings that have been constructed. The yellow triangle on the Industrial development score is the upgrade button, and the orange bar below the Infrastructure development indicates I'm building more infrastructure. I was envisioning a CK2-like interface for buildings, but I kind of failed and gave up with the mock-up for that part.