nathanebht wrote:There are 2 techs that give you an additional build slot on all your planets. Also if you add races to a planet to max its total population, this will usually give you one or two additional build slots.
So when this happens, you need to remove the filler, add one more mine/farm/research building and then re-add the filler. Over a long game, you'll have to do this probably 3 times for each of the planets you own. Lots of additional tedious clicking.
I agree that there's an issue here. I'm tempted to modify the core + improvement slot techs so that instead of a granting a global +1 slot, they only open up more slots on planets with high pop caps. A typical empire will have many more small farming/mining worlds than big high pop industrial or research centers. And because of the staffing mechanics, building an extra mine/farm/lab on a low pop world in mid/late game actually often doesn't get you all that much. In many cases I'm not even sure it's optimal play to fill in the unlocked slots on most of your smaller worlds, but, it does feel like a thing the player ought to do, and it's certainly tedious to do it.
Upgrading your high-pop worlds to have an extra lab or factory, however, tends to be relatively easy and rewarding (on a 30 pop planet, for example, the staffing curves are such that getting an extra factory generally will meaningfully boost your output).
I need to look more carefully at how the math works out; but, my sense is that changing the "+1 improvement slot" effects to instead read "unlock additional improvement slots" (and then carefully balancing the exact threshold of which planets get the extra slot unlocks), would probably be a good change. (And there'd probably need to be a bit of tech cost/placement rejiggering as well to reflect that new balance.)