One of the things that I think makes the early game interesting is managing pops. My ability to construct building and districts exceeds my populations ability to work them, so I have to make some hard (and interesting) decisions.
By the late mid game though, the game flips on its head and I consistently have the opposite problem of population coming out of my ears and nowhere to use it or move it.
In my current game its something like 2358 and I have at least a dozen planets with over 15 unemployed pops on them, and nowhere to move them or use them.
I can, of course, go to each and every planet and discourage growth, but its tedious, and feels like a workaround.
Early game, pops are power.
Late game, pops are a nuisance to be managed away.
Something feels off.
The solution I think is to add a lot more useful building and mechanics to the late game so that empires *can* use all those pops they produce.
A typical planet can only "employ":
2 pops per district (call it 15 districts) = 30 pops
Average 2 pops per building (call it 16 building) = 32 pops
We're looking at 62 pops.
I know I can build nothing but commerce building and have a few more pops working per building (I also get nothing but commerce out).
I can also upgrade buildings and employ more people, but in practise each level of upgrade requires me to build a rare industry production building (2 pops employed) somewhere else so, while I can use that approach to build a single uber planet with a lot of smaller "support" planets, it doesn't help me long term when the support planets get overpopulated.
Fundamentally, the late game needs more job; a *lot* more jobs.
By the late mid game though, the game flips on its head and I consistently have the opposite problem of population coming out of my ears and nowhere to use it or move it.
In my current game its something like 2358 and I have at least a dozen planets with over 15 unemployed pops on them, and nowhere to move them or use them.
I can, of course, go to each and every planet and discourage growth, but its tedious, and feels like a workaround.
Early game, pops are power.
Late game, pops are a nuisance to be managed away.
Something feels off.
The solution I think is to add a lot more useful building and mechanics to the late game so that empires *can* use all those pops they produce.
A typical planet can only "employ":
2 pops per district (call it 15 districts) = 30 pops
Average 2 pops per building (call it 16 building) = 32 pops
We're looking at 62 pops.
I know I can build nothing but commerce building and have a few more pops working per building (I also get nothing but commerce out).
I can also upgrade buildings and employ more people, but in practise each level of upgrade requires me to build a rare industry production building (2 pops employed) somewhere else so, while I can use that approach to build a single uber planet with a lot of smaller "support" planets, it doesn't help me long term when the support planets get overpopulated.
Fundamentally, the late game needs more job; a *lot* more jobs.