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At least modders will do the job of the paid emploees...
each building had two jobs prior already, just cut it down to one.
If a planet only has 1 pop, that doesn't mean that there is only a single individual on the planet lmao
It just means that there aren't many people there
All of this rather ignores why they made this change. Although they mention balancing playstyles of wide and tall, the primary reason for this change was to increase late game performance, which is the No1 complained about thing in Stellaris for literally years now. Now we can absolutely have a debate about if this was the correct way to deal with that issue. But this is what they chose to deal with the issue. So your elegant solution wouldn't really address this problem, unfortunately.
Not a bad idea. I don't know why when they switched over from tiles they made 1 district=2 tiles. 1 District should logically have equalled 1 tile, aka 1 job and 1 housing, with cities producing 1 clerk job and 3 housing.
Except it would. It modulates pop growth based on space available instead of making pop growth consistent and flat. So when your planet has lots of space and jobs, growth skyrockets, only to plummet back down when you run out.
If they actually wanted to reduce end-game lag, they wouldn't ♥♥♥♥ around with pop growth, they'd just reduce the Galactic Pop Capacity by changing districts to=1 housing and 1 job, then double the resources from jobs.
But there is a piece I like about your idea, but quite a bit that doesn't work for me. Having exponential growth wouldn't be more immersive. It would be less. Exponential growth is HUGE and it would make population growth king, and requires too many assumptions to be an actual thing. Which can be fine, but let's make people work for it ;)
But let's work from that and go into why I don't like your idea completely.
Immersive minds know that having 2 people do a single thing doesn't always double the output. With 2 people you need more space, more coordination, more resources. There's a whole book on it. So let's have each pop represent a larger number of people per planet. So the people on the planet can influence the pop to get larger, but it will slow down over time unless you focus on it. That sounds about right.
If you had a birch world, that is effectively infinite space, it would grow at about the same rate the whole time. The game measures time in days/months/years, and this is over 300 years in a normal game. In 200 years humans went from 1 billion to 7 billion. With an estimated high of ~16 billion by 2100 so that's 1 to 16 population units in the space of 300 years.
(https://en.wikipedia.org/wiki/World_population)
Even if you quadruple that rate, you're at 64 population for 300 years in game.
Also on that page you'll see that world population isn't exponential, it's linear, with a changing curve around just after WWII, and was fairly slow before then.
So it seems like it'd make sense, but outside factors like space (+), food (+), wealth (- or +) and just plain time. In the US with college becoming more common and other complications, it's pushed the average age of first child up almost 10 years which can effectively be a -50% pop growth (20, 20, 20 v 30, 30, 30 is 60 years vs. 90 years for the same growth, and now the life expectancy starts to matter for the one with the 50% penalty the first group doesn't even have anyone hitting retirement age yet).
Exponential growth assume immortals. The growth rate on earth was fairly linear even around WWI/WWII.
I think your change swings way too far the other way.
What I like about your idea is that population plays a role (where now it doesn't) but exponential isn't what I'd want to see. Civilization does this well in that the more you have on food the faster your population will grow, but slows over time for that city. Stellaris could use a job instead. Let the cloning vats be less cloning focused and let multiple be built on a planet. Population growth needs coordination of resources, so the reduction in production of usable resources to get more pops feels nice. We already specialize planets for just about every other resource, so why not population growth?
IMO the change needed for the current live system that I'd like is to make it a galactic slowdown instead of an empire slowdown, and be influenced by habitable planets, to account for map size/planet density, and then purge/assimilate are closer and you have some nobs to make it better. To remove it the limit I'd want the cut pops in half along with jobs then double production per pop, or similar. I've had 5k+ pops before. I'm liking that I can get more production out of fewer pops, less for me to deal with. I don't mind the slowdown, I do mind that growth falls off a cliff, and isn't influenced by how big or how populatable the galaxy is. I also dislike how opaque the system is. Everything else I can see numbers, but growth is just like "here you go good luck!".
With feeder planets, and how well the auto migration works, the main issue I'm seeing is your empire size doesn't matter for growth, just empire population. Which makes balance of things all over the place REALLY off. So off that I'm starting to think the pop growth rate reducers are a good idea for next time because the best ways to get new pops are so much better that conquering/assimilating and related activities are way better.
Lithoids I'm finding are good, because nobody wasted on food and the growth penalty gets eaten, but I'm also Necrophage raiders, so not really a good trial. ME are GREAT because Machine Empires have fewer wasted pops, No pops for food or commercial goods makes a much larger difference when population is cut to a fraction of what it was once you hit the magic number.
The concept of rich people having fewer kids is a meme. Rich people in our society have fewer kids because of our culture, which tends towards greed and selfishness. In ancient societies with less decadent cultures you had as many kids as you could afford to feed, and often had them work under you once they were old enough in order to increase the family's wealth, usually to support even more kids or grandkids. If people were required to have 40% of their corporation's employees as their family and children I guarantee you people would be breeding like mad, rich or not. People have this dumb idea in their heads that our culture and society is the way it has always been, and therefore everything that happens in it denotes some universal law. This could not be farther from the case.
Ok, I read this entire thing and you seem to have either not read half of my post, or have missed the point entirely. You claim that pop growth on Earth has been linear, but fail to factor in that the world's governments haven't been covering Earth in cities to make real estate dirt cheap, because they don't have the economy to support those empty cities without crashing said economy. You also claim exponential growth assumes immortals. This is wrong. Yes death rates do factor in, but in any society like the kind we see in Stellaris, death rates have been reduced to a point where they are a pittance of birth rates, even in harsher societies.
You then go on to suggest the very things I offered in my post with regards to carrying capacity being used to limit the Maximum Galactic population, which would be increased only through Ring Worlds and Habitats in vanilla. modded is not even to be considered as its a choice to use mods.
Try and read my post again buddy, you missed a good deal of stuff and are just wrong about others.