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But that's what modding this mod is for (and my save, because, ugh, pop scaling is stupids).
So what I'd do is mod the jobs for the rare tech one so it outputs more per job than your one, but with more job slots and a higher running cost + 1 per planet limit maintained.
Then i filled all up to 250 humans and 299 robots.
Now i need 237. 2 points for new pop, each robots and humans.
In my opinion this is a vanilla bug. Robots are produced and the production-rate should be constant all the time.
Does your mod avoid this problem?
I don't know if this new system is "better" but it certainly feels like now robots are something you can over-invest in. I wish more of the game's limitations were based on resources rather than "1 per planet only!" sort of arbitrary caps.
I still like the direction of the mod, but just wish that instead of 2 alloys per 0.5 growth, it was, for example, 1 allow and 1 mineral. A small change that evens out resource load, making the plants more viable early to mid game. Might just change the values myself but thought I'd leave some feedback of my experience.
p.s. Great Mod!
Also, great mod!