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dezuman

Retired M&T team member
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Nov 1, 2011
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I've made a personal mod that I think have worked *really* nice with the new lower pop count, and I wanted to share the idea in case someone is interested!

Basically I added 2 mid-late game techs for each of energy/minerals/food that reduce the jobs given by corresponding district by 0.5 each, but compensates by increased base job output. Output remains mostly the same, but a bunch of pops gets freed.

I really liked how it has affected my games so far. As I research the efficiency techs a bunch of pops gets unemployed on my resource worlds, and moves to fill up my production worlds. At the end I have a bunch of really low-pop resource world (since each mining/farming/reactor district only give 1 job) and a few really big ones. I even felt a need to build habitats/ecu/ringworlds just to give my pops somewhere to go.

Comments are welcome!
 
Nice idea. I'd probably do something similar if it were possible to overwrite individual jobs, but since I can't the incompatibilities cause too many issues.