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Each citizen should explicitly do ONE THING, based on its class. Not have a laundry list of RPG-like stats and qualities to worry about.
Approval, crime and party membership should be abstracted. Or if that is too complex to be done at this point, please at least simplify the stats. The citizens don't all have to do varying amounts of everything differently, and it's tedious to check and remember which classes are contributing exactly what stats to their planet.
On the other hand, I am increasingly coming to agree with people who don't like all the little citizens with all their little stats. I think it's something we are going to have to revisit for v3.0 of the game.
This sums up my view:
I appreciate this, thank you.
I think the Citizen economy is an interesting mechanic because it gives the player choices: build a strong cottage industry from many and powerful Citizens, or have less of those and build polluting industry instead.
So I quite enjoy the Citizens. However, there could be room for improvement in how the info is presented.
I'd argue that this is not a simulation-like 4X, like Distant Worlds or Shadow Empire, where these abstracted Citizens would feel really out of place, it is closer to a board-game with many abstracted and gameifed mechanics, and is not any more out of place or weird than building single fighters/bombers, being able conquer enemy planets with a "single" trooper and so on. These are abstracts made to ease gameplay, and there are other elements of the game to provide immersion that similarly wouldn't work in a simulation heavy 4X.