Hey guys,
I have played 2.2 extensively and really like the new pop and planet system. However micromanagement is tedious once you reach a certain amount of planets and the majority can be fixed with just a few adjustments.
1. Automatic pop migration
This is the most important one for me because resettling pops is about 60% of my clicks. As pop growth is essential in 2.2, it is much more efficient to develop multiple planets at once instead of maxing out one at a time. There is no reason to not add a policy for an empire to automatically transfer unemployed pops to a different planet with free jobs. provided there is enough energy to pay for the resettlement cost.
I know there is a mod for this, but it should be in the game. Mods, after all, are for additional flavour, not key economy features.
2. Buildings
I have no issue with the general concept of buildings, that you need 5 pops to unlock another slot. However, the biggest advantage of the old tile system was: you build on all tiles, upgrade those buildings and once the planet is fully populated, you don't have to check on it for the rest of your campaign.
Let us add buildings before reaching those certain amounts of pops, thus when the planet is populated enough, that building and its jobs are activated.
Reason: Coming back to each planet every 5 pops to build one slot is really annoying. Especially after the early game, when your economy of basic resources is somewhat stabilized, you can usually get away with queuing up a lot of districts/buildings without your economy breaking apart due to weird job distribution. In the late game one planet has so little impact on your economy, I'd like to queue up all districts and buildings in one go and be done with it.
3. Detailed outliner
Currently all my planets are named something like "///E|T" or "+++M|W"
E stands for Energy, M for Minerals, T for Tech, W for Warriors (fleet capacity), /// for fully developed planets and +++ for a lot of empty building slots to specialize. This works in single player, though a bit tedious to rename each planet, but would be incredibly stupid in multiplayer. You don't want to reveal your production to your opponents after all.
I suggest to add a few details to the outliner, for example icons of the three most produced resources on a planet as well as the number of pops, free jobs and housing. This would drastically reduce the need to actually open the planet interface.
These changes, combined with the already implemented features in 2.2 would - in my opinion - result in a very pleasant gameplay for the majority of players. There are other things that could be improved, like the ability of moving planets in the outliner or sub-categories to hide/sort fully developed planets, but those aren't as necessary and I doubt the stellaris dev team has the resources to add every single QoL feature suggested by the player base.
I have played 2.2 extensively and really like the new pop and planet system. However micromanagement is tedious once you reach a certain amount of planets and the majority can be fixed with just a few adjustments.
1. Automatic pop migration
This is the most important one for me because resettling pops is about 60% of my clicks. As pop growth is essential in 2.2, it is much more efficient to develop multiple planets at once instead of maxing out one at a time. There is no reason to not add a policy for an empire to automatically transfer unemployed pops to a different planet with free jobs. provided there is enough energy to pay for the resettlement cost.
I know there is a mod for this, but it should be in the game. Mods, after all, are for additional flavour, not key economy features.
2. Buildings
I have no issue with the general concept of buildings, that you need 5 pops to unlock another slot. However, the biggest advantage of the old tile system was: you build on all tiles, upgrade those buildings and once the planet is fully populated, you don't have to check on it for the rest of your campaign.
Let us add buildings before reaching those certain amounts of pops, thus when the planet is populated enough, that building and its jobs are activated.
Reason: Coming back to each planet every 5 pops to build one slot is really annoying. Especially after the early game, when your economy of basic resources is somewhat stabilized, you can usually get away with queuing up a lot of districts/buildings without your economy breaking apart due to weird job distribution. In the late game one planet has so little impact on your economy, I'd like to queue up all districts and buildings in one go and be done with it.
3. Detailed outliner
Currently all my planets are named something like "///E|T" or "+++M|W"
E stands for Energy, M for Minerals, T for Tech, W for Warriors (fleet capacity), /// for fully developed planets and +++ for a lot of empty building slots to specialize. This works in single player, though a bit tedious to rename each planet, but would be incredibly stupid in multiplayer. You don't want to reveal your production to your opponents after all.
I suggest to add a few details to the outliner, for example icons of the three most produced resources on a planet as well as the number of pops, free jobs and housing. This would drastically reduce the need to actually open the planet interface.
These changes, combined with the already implemented features in 2.2 would - in my opinion - result in a very pleasant gameplay for the majority of players. There are other things that could be improved, like the ability of moving planets in the outliner or sub-categories to hide/sort fully developed planets, but those aren't as necessary and I doubt the stellaris dev team has the resources to add every single QoL feature suggested by the player base.