I would have tried to fix things like the old migration push and pull mechanic first before deleting them.The increased granularity of the pops is one of the things that I really wanted in the new scale - constant growth of pops across all pop groups and continual migration rather than rarer but larger chunks.
+/-growth per month already did continual migration very clearly and predictably. It just needed to be updated and balanced so it actually worked. Specifically:
1. The migration numbers were capped so it couldn't actually cause decline. Remove the cap and unemployed+overcrowded pops could actually move.
2. The migration numbers were swamped by free housing after the update to growth made you always want lots of free housing
3. The migration numbers were calcualted after decisions to reduce growth. Setting growth to 0, migration push x0 did nothing.
(bugs and balance issues ignored for years, and yes I did post bug reports)
Migration as a random movement of pops is so unclear to me I still can't tell if migration is working yet.
(I know something is broken, but I think it's both growth and migration - I have 2 0% habitability worlds still with 100 organic pops after 10 years, robots are growing at least)
As for granularity of jobs:
In the beta my 5 farmers produce 0.29 food (a rounding error, I don't need to see resource outputs less than 1)
0.05 pops before fully grown could still have produced 0.29 food (if you wanted lots of useless mini-pops to exist... I don't)
I know it's a personal thing but I much prefer numbers simplified whenever possible.
2738 days I like to see 7 years and 6 months, especially when most calculations are done monthly and not daily.
Instead of 6.1k pops, 100 roboticists and 1000 metallurgists, I'd much prefer:
61 pops, 1 roboticist and 10 metallurgists
(11 characters for numbers or 5 characters to display the same information)
And the huge number of starting flat job buildings?
That feels odd (3 research labs = 2 districts - when my starting habitat has 4 max research districts, 3 Alloy foundries = 6 districts worth of jobs added without increasing empire sprawl).
I thought the whole point of the changes was to reduce building spam and make jobs from districts?
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