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Have the effect be smooth instead of breakpoint-based, so that for each +/-1 planet size, there is always a (small) modifier. As it is now (assuming it still works in 1.3), the player has to remember where the breakpoints are, e.g. that something happens above exactly 22, and under 11.
Secondly, have it affect not only building Mineral cost, but also how much time it takes to build (and it shouldn't affect Tile Blocker removal cost/time, assuming it already does this. That's not very realistic).
If I ever get the time, it will definitely grow!
g ∝ M/R
A ∝ R^2 -> R = A^1/2
M = ρV ∝ ρR^3 ∝ ρA^3/2
Therefore: g ∝ ρA^3/2
(just in case, g: grav. potential, R: radius of the planet, A: planet's surface, ρ: planet's density)
So, being this the case, my guess is that the average density of a planet may vary around 20% (Earth's is 4.43 g/cm^3, Mars' 3.91 and Mercury's 5.43...) while the area goes from small planets (~9 tiles) to big planets (~25). This is a broad approximation, but here the variation goes up to 60%, which is additionally affected by a 3/2 factor.
I agree that the gravity potential is not totally determined by it's size and that the 20% variation should be reckoned, but this is as far I got up to now :)
Cheers!