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The Empire Size cap is not a hard limit. You are not intended to stay under it at all, and the rather minor penalties you get from going over it can simply be out-produced by the extra jobs you can create on those planets that are pushing you over the limit. Having +100% tech cost is irrelevant if you're producing 3 times as much science per month as you would be if you were tiny enough to not have a penalty.
Early on in your expansion, you should plan ahead by selecting one medium-to-large sized planet that will serve as your primary Consumer Goods-producing world for the rest of the game. Once your economy can support it, manually set its Designation to be a Factory world, and set it up to have mostly if not exclusively Industrial districts. Other worlds' Mineral income will support it, and you can focus on just having that planet pump out as many Consumer Goods as your empire needs (coincidentally, you should do the same for Alloys on at least one other world). If you have the DLC for it, later in the game you can pick up the "Arcology Project" Ascension Perk and turn this planet into an Ecumenopolis, which will produce absurd amounts of Consumer Goods to feed an entire galaxy-spanning empire (without this perk, you may simply need to have a second or third planet devoted to Consumer Goods production instead).
Planetary Designations and Planetary Ascensions are incredibly important tools. Limited resources in the early game may temporarily force you to adopt a "jack-of-all-trades" setup for your worlds, but this should never be the case long-term. You should plan to have each planet be heavily focused on one resource, with the appropriate Designation for the job type associated with that resource. Tech-Worlds, for example, reduce the upkeep of Researcher jobs by a whopping 20% (plus an extra 5% every time you Ascend that planet), saving quite a bit of the Consumer Goods you're having issues with; Factory World and Forge World meanwhile reduce the upkeep of the Consumer Goods and Alloys-producing jobs respectively, cutting down on the number of Minerals you need.
Vassals are a powerful tool in their own right, but the game very much does not "push you into playing tall" - quite the opposite, in fact. I hate even using the terms "tall" and "wide" for Stellaris, because they really don't even apply here - pops are the main resource for making your planets better, and the best way to get more pops is to just have more planets; therefore the most effective way to become "tall" is by becoming "wider". There is no resource that you have to pick and choose between either getting more stuff or improving what you already have (the traditional tall vs. wide dichotomy) - in Stellaris you can and should do both, constantly, at all times.
Thanks for the help. I usually make my industry heavy planets into industry designation type so they produce both consumer goods and alloys but maybe having 1 planet of each is the way to go.
If I'm playing tall I only get 3 planets at most. Anything more usually defeats the purpose.
I can have practically 100% Tomb World habitability despite Gaia World preference with just a little work in this way. Opening up pretty much every single planet for development in this way means no matter how little any individual one contributes to the empire, none of them are an actual drain on my aggregate resources.
Plus I can quietly ship unwanted species to the frontlines even as a 'no-purges-allowed, wink wink nudge nudge' Xenophile and if the worst should happen, I don't lose anyone I can't live without.
I find you're so limited on pops if you want to grow your own that you basically must do this. I hate that the optimal way to play is to steal pops.
My last game I had 5 research worlds and even then I felt I could have used a sixth and even more. Eventually I built a ringword for research. But then again filling the ringworld Is the problem.
If you can get vassals to subsidize your basic economy this goes a long long way into allowing most of your pops to work the important jobs. Also both your forge and factory world should be ecumenopolis, so that you can ascend that world to level 10, and put a great governor there. This helps tremendously too. I even make the tech worlds into ecumenopolis.
As far as late game goes, I think the only tech solution is a ringworld and vassal spam. I currently managed to beat a 5x crisis but it wasn't as smooth as I'd have liked. So yeah, with all these changes pop efficiency is the key.
Yeah I'll start a game with the intention of being an empire consisting of just my original species for role play reasons and then half way through the game I end up waiting years for 1 pop to grow and get frustrated so I always end up stealing 100 pops and insta filling my planets.
The idea behind empire size modifier is that its not a "cap" as much as something that forces you to balance it out with extra research and unity production. In other words: build smart. You cannot really affect the empire size modifier directly, but you can counteract it.
Ive just built an administration building or whatever the empire equivalent is to it, to every world, and that already does a lot.
So when you conquer a planet that has pops, those pops will end up gaining your original pops traits? Or will they also physically turn into your original pops too?
It's only early-game that colonization needs to be debated because, unless you mitigate their impact on size, 10 pops have the same influence as a new colony. Same with 10 systems, or 20 districts. Size isn't a limit, it's just a moderator. You eventually (ideally) should reach a tipping point in your production capabilities where increasing the cost by 2% at the most is just a drop in the bucket.