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The only way to avoid the tidious endgame and make it more challenging is to reduce galaxy size, increase difficulty and number of empires even further. But that is for me an "artificial" measure - why even offer the bigger types of galaxies?
Some more stuff to do and spend resources on is needed - megastructures or other kind of superprojects that are huge resource sinks, anyone?
Unfortunately, instead of giving a proper way to deal with an excess of colonies, the game just has harsh overcolonisation penalties to discourage you from getting too many in the first place.
And ya, I have so much money & influence (and luxeries) that I feel like Oprah at a flee market.
That sounds like something in need of a fix.
Another thing that would really help, and which ES1 had, was hotkeys to add to beginning or end of all queues. That allowed for leaving the auto-gov on and adding en masse when needed. Sometimes it's the little things.
After initial colonization phase you're taking full populated worlds from others and moving population becomes unneeded. About buildings - just queue what you need (put production buildings at the start of the queue ofc.).
The "problem" you've described don't fixing. Micro is important at start, later on you'll squeeze few pennies from it, but it won't make or break your empire so if you don't want to bother - then don't do it.
The AI needs to take them out when new techs are researched.
I realize that it isn't absolutely necessary to be so micro at the end but I feel that's the game dropping the ball, not me.
I guess that I object to the concept of my vast empire becoming a cluster-F of poor management and apathetic/greedy governers who let spending go wild. I suppose that it reminds me too much of the US. : )
I could see this easily accomplished by having it be an ecological edict/law (so that a player could choose whether to allow free migration or not) but still allow for manual relocation as well (although those free-thinking pops might just move back if you send them someplace crappy).