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1. The next version has an expanded gui detailing planet and empire stats, including population (split into main species, other species, robots, slaves and synths), infrastructure, and a lot more.
Check this video: https://www.youtube.com/watch?v=F6dgT_MF698&
2. Interesting. I think focusing development on the homeworld/core/rim/expansion etc would make for a good policy. It would also be useful to players that want to play one planet.
3. I agree, the policies could be expanded. I initially wanted to do a few military policies (quanitity vs quality, level of training, naval options, army options) before just choosing one, as I was rushed for time.
Bugs:
I need to do some reasonable testing for orbital bombardment, as its balancing depends on how long planets are usually bombarded. If it's a few months and I set damage too low, there'll be no real loss. If it's say 5 years and I set damage too high, that could wipe out the planet. This is where player feedback REALLY helps.
Comments:
100 billion vs 5 billion - there's a massive difference in planetary income - where you and the AI constructing buildings? That'll lessen the difference (I disabled vanilla buildings, but other mods can add buildings back in, it's not gamebreaking but isn't balanced for it).
Given the move away from pops, I do need additional ways to produce naval capacity, above what we do with starbases. I can improve starbase's ability to do that, or implement a new way.
I'd love traffic. I've thought about implementing a basic system that might even include some freighting, but that's a reasonable mod in itself if done well. Maybe in the future, but hopefully Paradox will take care of it first ;)
In the next version, planets will develop industries on their own and often specialise naturally, so hopefully this will give planets more character.
All plans are out for the next version. Infrastrucutre will be managed purely by the empire policies, as it is currently, but state industry is being removed. Instead, we'll build specific state facilities on planets. These mostly provide non-economic benefits, though power planets are currently in (and I may allow some state manufacturing).
Logistical capacity is a bit too easy right now. It's being made more difficult in the next version - new colonies will still start negative and will take far longer to start producing it. The idea being that the homeworld can support a couple of colonies, and then we have to wait until the load is lessened on them to support 1-2 more. I need to expand it as a mechanic as well, make it more meaningful.
Judging economy vs other nations. I think this is difficult as it is in vanilla. I agree it should be easier. The best way I think we've seen it is done with economic map mods (energy, minerals and science outputs). Maybe I should add a few map modes of my own, also including things like population etc.
I'll give it another read to see if I've missing anything, but thanks for the in-depth feedback, and feel free to provide more.