The more I think about it... The more I conclude is needed to separate partially the industry from the planet population size...
The current scale is too extreme, the way Alex implemented the economy has this bizarre result:
1. He treats production-demand as the population scale... so large planets can sell to everyone.
2. But he treats PRICING in another scale... meaning tiny planets and get huge market shares and profits and attracts huge fleets...
3. But ship production is tied to your planet population... so you end with massive enemy fleets attacking tiny planets.
4. Then we have all the complications of that tied to the cargo...
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The game has currently, nothing like the scale of the population, on the ships, the end-game fleets are NOT 10^7 times bigger in cargo space for example than your initial one...
Also currently population grows waaaaaaay too fast when considering its scale.
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1. So I am thinking of removing from industries code the part where their production is tied to planet size.
2. I will treat industries as something you build regardless of population in a way, can a size 1 outpost be the biggest refinery? Well, why not? In real life it happens too, one-factory towns is a thing.
3. I will change the population growth system, including make easier to expand or shrink population by moving about "crew" to represent immigration and passengers, also later on see if I can spawn fleets made of liners to move immigrants about...
4. Demand will actually be important, I will make so that gamma cores are useful and so on, idea is that demand will have some kind of negative consequence...
5. What will prevent players from filling up all their planet slots, will be mostly demand, including demand for workers... bigger population sizes will produce more workers, so if you wanna make a gigantic ship factory on a tiny place, you will need importing lots and lots of workers.