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Mineral/tile ratio shoud be a lot bigger and perk shoud add mineral storage.
For example, playing as a one-planet empire, I was able to get one new tradition every 12-24 months due to the Purpose of Profit bonus. I was fielding the largest fleet power in my 1000-star game due to all the traditions and perks I farmed. With one planet.
Similarly for the Sound Investment Principles. I could simply farm the interest income, and trade it for limitless minerals.
The issue is by simply making one fixed cap (like Purpose of Profit's 1000 cap), you risk making it overpowered for small empires, or too weak to be useful for very large empires. I'd recommend making the cap based on population instead.
Not sure if you'd call this a bug or an exploit, but... The Ecumenopolis' main drawback, the negative habitability (for the planet itself, and for individual factories) is ignored by synthetics. Meaning they can squeeze many times more mineral production out of those planets than organic races. Especially when you make a machine world a Ecumenopolis. I'd consider replacing the habitability penalty with happiness penalty (so it affects synthetic citizens too), and/or a penalty for robotic pops so plays can't just spam a planet full of Factory IIIs.
Also, the growth speed (or robotic pop construction) penalty seems easy to bypass by resettling pops. Might want to add a penalty for transfering, else maybe get rid of it entirely.
Concerning the profit and investment: The main reason it doesn't balance well right now is that large and small nations have roughly the same base energy storage. So they can earn roughly the same fixed amount of interest. That's why I recommended making the limit based on population.
Though personally I'd use both a fixed amount AND a further bonus based on population. The reason I recommend having part of it being a fixed number is to retain some of the advantage for smaller nations (just not the extreme it is now), since obviously smaller nations need the help more than larger nations.
Planet-side buildings are considerably more potent in this mod than in vanilla. However, habitat-based buildings are not. This ends up making habitat tiles produce only 25-33% the output of each planet tile (or closer to 20% if you include things like adjacency boosting buildings or planet-wide output boosters that can't be built on habitats).
When you consider that each pop also increases tradition and research costs, the very low productivity-per-tile of habitats almost makes them not worth it.
Thanks for the consume planet input, some kine of terraforming is a neat idea (although maybe as an upgrade). Might increase the resource gain even more, although I think that planets are to valuable for a sensible amount of resources to be a fair trade.
(The Endless swarm perk extra pops are great but the extra corvettes sadly aren't too helpful around the point in the game of whence you actually get the perk.)