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populations
2) There is a ui size in the options
3) coming in the future
4) 100 is a tooltip typo its 75. Boost new colonies or rush wonders is some uses
5) no you dont loose it. Higher relations = better deals
6) expectations are rolled when civ is born. Cant change. Approval affects research and manufacturing
7) You dont need it early. Its prohibitively expensive early on
Civ Growth versus Manufacturing versus populated world frequency versus star density. I might go into a game thinking tall and the planet variety tells me I'm play wide. I prefer a mix.
I think the difference is in either a planetary building or possibly orbitals. Yes, it's perfectly valid to stream supply ships to the owning planet. It's the only way some of my planets get enough manufacturing to upgrade. I set the rally point for the shipyard and call it good.
You don't give up the tech, you retain alll the benefits. You aren't trading the tech away, you're sharing it.
Protip: Prioritize credits per turn. You can have multiple credits per turn deals with the same empire. You should always have income in credits per turn from every race you aren't at war with. If you put some effort into research, you won't have to worry about wealth until you are ready too worry about wealth. Trying to build wealth planetside will make you poor.
Approval is huge. The differences in actual realized gain versus approval input make the difference between 90 and 94 less than the realized gain from 85 to 90. Don't go overboard. Keep it above 90.
Expectations can be lowered by cultural progression. I wouldn't spend a lot of time worrying about it. Once you have a couple of entertainment techs approval shouldn't hard to manage.
Edit: One last question... May I have a rundown of the starbases?
So far I've gathered that mining is self explanatory and communications is for flipping enemy worlds.
https://youtu.be/ONQ4UQBM5pY?si=c1b0opBqSq9B5fnn
Illauna might argue with me over definition of tall but I'm too lazy to get into it tonight.
There are 4 starbases.
The other two are military and economic. Military has upgrades to slow enemy ships in its range- you place it so the enemy can't slip buy.
Economic starbases provide boosts to any core world in their range. They stack, so it is possible (and optimal) to cover a world with as many as possible. There is a base bonus, but to really get going you need to unlock more options with technology; you have a line that boosts manufacturing, a line that boosts science and a line that boosts trade route income.
Military Starbases are in a way a defense measure. They can fire on enemy ships in their range.
P.S. There are many techs that will unlock new modules you can add to all four starbase types. All 4 types can also mine artifacts (life, control, etc.).