If you're trying to micromanage populations between systems, the current implementation is clunky.
1) When a pop is placed in a starport, it occupies space in the destination system. The filled space doesn't count as a pop and doesn't contribute to anything, but it stops the system from generating pops in that space before the intended one arrives.
2) Add an option to starports to route all excess pops to a specific destination indefinitely. Add filters to this that allow you to set it to only route certain pop types.
3) Make it easier to swap a pop unit between two full systems. Sometimes I want that one pop in my capitol for that buff it gives and this is way more trouble than it's worth.
4) This might be controversial, but a system improvement that adds space to the starport without increasing the number of units sent per turn could be useful. 10 or so extra pop slots in a system, these pops don't contribute but still have a place to grow so they can be dispatched elsewhere.
The pop system could be a lot of fun with a bit of QoL work.
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