Mezmorki wrote:What's the design goal (e.g. dynamic you are trying to create) behind allowing multiple-populations + having a variable CAP based on different region distributions within the planet? It's complex - and why do you hope to get out of that complexity?
From a world-building perspective, I think multi-species colonies are interesting. I spent a lot of time in MOO2 dragging little aliens between one planet and another, watching the pop caps steadily go up as a result; and I had a lot more fun doing so than the mechanic really warrants. As a minigame -- MOO2's habitation mechanic is basically just "collect aliens having all possible habitat specials, and make sure you have at least one of each per-planet". That's a boring game. But, it blends nicely with the idea of a star ruler working to build an interstellar civilization. Collecting a bunch of different aliens and convincing (or forcing) them to work together, then reaping the benefits, feels like the sort of thing a game of this sort ought to be about.
It's a mechanic I'm planning to keep building on as the game develops -- when the morale features start to go in, there should be more strategy involved in population management, and less of a MOO2-ish "more is always better" bend.
I also think the idea that one species' notion of paradise is hopelessly inhospitable to another is a cool sci-fi trope -- one that I wanted to work into the game.