One thing our group has done to slow population growth (as I agree, growth tends to be what ends the game), has been to declare that non-habs don't grow (the habitats are only built to support so many. If you are going to raise a family, you go home on one of those Qv CFN FT's - why else are they coming out to a colony. Mining ops are seldom touist attractions). The other has been to cap the max size of an emplaced colony at Settlement. Once you place 180 PTU, you have to wait on natural growth. In the game that got away from us, they would push right on through the 2PTU per PU stage and colonize a planet to Med. Then it would generate the 10PTU for each PU of growth and it became the next big colonization center on the frontier. You only lost 6 PU income on the planet to gain 60 PU on a moon. Good trade.
When we capped it at 180PU, the Small pop had to trade 30PU to put 60PU on a moon. Not quite so good. Especially if it put the small pop back to settlement - in that we also limited natural growth to colonies with a minimum of 180PU unless it was the homeworld - to allow LEL's to grow if they were tiny (In a hostile or harsh environment, you are still probably living in a habitat with limited ability to support a population - particularly ST's. Pregnancy under constant 2G's would probably be fatal for both mom and babe). You could allow benigns natural growth below 180PU and not make a large difference. With 10 turn growth at 10% (we go slower, but most probably won't want to), it will still take 20 turns for your Small Pop to reach a size that can colonize a moon fully without shutting itself down or dropping to the 1:1 level where you are just spending money to shift population without increasing your income.
I'm very sympathetic with the idea of having a max size on population produced strictly by colonization. As you point out, it's not too difficult to push colonization right on up to the upper limit of Small before letting natural growth take over and kick the population right into the Medium bracket. I'm not yet sure what the proper "max colonization size" should be.... Small or Settlement.
As for no growth on non-habitables, I agree. In Ultra, it states that non-habs are basically mining facilities and the PU's ... the workers are basically contract employees...
As for Medium pops colonizing a moon by giving up 6 PU for 60 PTU... I'm not too worried about that. It's only a single moon. And 6 PU on a Medium is still a fairly significant chunk of PU (about 1% of a Medium's PU at 600 PU, meaning 1 month's growth...) At least the Medium is actually having to give up something to get something. The real problem start kicking in at the Large level, when free PTU's start kicking in at very significant numbers (117 PTU for a min size Large up to about 1500 for a max size Large), plus each PU converts to 70 PTU. It wouldn't be so bad without the free PTU's, if the player was forced to give up PU to get PTU's. But those free PTU's from Large and Very Large pop really feed the colonization fires!
The one thing we plan to try in the next game (whenever that happens, may be years yet), was that if you limit the max emplaced colony size to 180, and growth only can increase it from there, then you can also reduce the PU:PTU conversion rate as the players won't be able to use it to push pops up bigger with colonization. If Med only traded PU to PTU at a 5:1 rate, colonizing a moon would cost twice the income potential of the planet. Dropping the higher pops to lower rates will also slow their ability to colonize in the first place.
Procyon, the "problem" with reducing the PU/PTU conversion factor (CF) is that that CF is what determines the number of PTU's on the planet ... and the number of PTU's on the planet describe the planet's actual population. Here are the rough values for planetary populations at the upper end of each bracket:
OP 1M
Col 3M
Settlement 9M
Small 40M
Medium 290M
Large ~3.8B
VLg: ~28.8B
These numbers are based on Ultra's pop brackets and CF's. They're a little different in SM#2. Still, the key thing is from OP to Small, each size is very roughly about 3 larger than the previous size, and from Small to VLg each size is
very roughly about 10 times larger than the previous size.
If you were to reduce the CF's in half, you would be effectively reducing the populations of the planets whose CF's you reduced.... considerably. And while there's certainly some wiggle room in defining the population brackets, I'm not so sure that I'd say that you could call a world with 165 M people a max size Medium population.
OTOH, in one of the economic models I'm looking at, I don't have any conversion factor. There would be a max size pop that could be produced with colonists (maybe Small, maybe Settlement). And major populations would be able to produce a number of colonists per month, based on a (to be determined) percentage of their current PU total. The numbers of colonists would be significant but not seemingly unlimited.
As for the pools of PU for moons, don't like it so much. I want to know where to attack and defend if they have pops. If they are just a bonus to income due to mining ops on them, then that isn't such an issue. Simply say that if the system becomes contested, you lose the bonus. The miners are dead/won't leave port until the threat is resolved. The bonus might even be contingent upon requiring a patrol force in the system (perhaps with required tractors, etc) ala the Coast Guard or they won't set up shop in that system. Will force empires to spread out fleets (realistic, the civy's like protection), and the maintenance will eat into the income to slow growth. The bigger the bonus from AB/moons, the more HS in 'Coast Guard' ships required. Use the patrol rules that give a mix size 3 lower than your largest ship with certain required systems on board (T/Ic engines/Bsa/etc) will keep players from using it as a chance to build front line BC's to rescue stranded miners.
Procyon, the rules for Desolate and Extreme pools would include rules for where the PU's reside. I've envisioned 3 possibilities...
A) The simplest, though perhaps least realistic ... spread the PU's evenly amongst the worlds in the pool.
B) The "inside-out" model: Fill the innermost moon of the innermost planet in the pool first, then move to the next moon of that planet, and so on. This model reduces the number of worlds that need defending by filling up worlds and not simply spreading the PU's evenly.
C) Player's Choice: The player writes out a set of orders for describing which worlds get filled up in what order. In general, if the player is focusing on trying to place a "sensor outpost" around every planet first, the order might be something like "Fill up the outermost moon of the outermost planet, then move to the next outermost planet and fill its outermost moon, and so on. Then after all planets with moons have one OP/Col, start using the inside-out method to place any remaining PU's."
Also note that these pools could easily include Desolate and Extreme planets as well, since they have the same colonization costs. Furthermore, the moons (and planets?) would not have individual mineral values. The pool itself would have a single pool-wide mineral value that would be applied to the pool's income. Also, since the pool's mineral value would really represent an averaged mineral wealth for the pool, the mineral value distribution would look different than for individual bodies, and would have much less deviation from the average value of 100%.
The big upside to pools is that you'd only need 2 pools per star system (well, just the ones with planets, of course)... a Desolate pool and an Extreme pool. And this would greatly cut down on the number of economic records for the star system.
I should note that I've look at writing rules for such pools and it's really rather simple. The most involved section would be the rules covering placement of PU's in the pool on the moons (and planets?) in the pool. But remember that you only need to do this placement when an enemy enters the system. Otherwise, all you need is some placement orders that are basically contingency orders that may never be used.
As for the "bonus to income" idea, there are some ... issues ... in the concept.
1. To get the bonus, you have to have a planetary population whose income can be modified by that bonus.
2. For the bonus to even reach said planetary population, you need to have the in-system CFN in place, which means (by my current CFN rules) you need a minimum of 200 PU's in the system. And since the moons and AB's aren't going to be contributing any PU's to that total, all of those PU's will have to be on planets... So, you'd better have either a T/ST or a O2 planet or two to get enough PU's to trigger the in-system CFN so that you can get the bonus...
However, there will be some systems, particularly for Red and Red Dwarf systems where it's entirely possible (and will happen fairly often) that you won't have ANY T/ST/O2 planets. You might not have any planets at all in the Rocky Zone. And in that case, you wouldn't have any explicit population to tied the bonus to, and you wouldn't have enough PU's in the system to trigger the in-system CFN. Thus, you effectively are blocked from colonizing the system's moons, unless there's an exception.
3. On the flipside.... what if you have multiple T/ST's in the system? What will happen is that each of those planets will get this moons/AB bonus... Of course, this is already true with the AB bonus, but it would become an even larger bonus with the moons included in the mix. But one has to ask .... exactly why should the presence of a second or third or more planets effectively increase the output of the mines on a moon (with the moon's "output" being measured by the # of MC the bonus produces)? Of course, this is an abstraction, and like all abstractions, it will have its limits.
4. Then there's the issue of what happens to the miners on those rocks. As you suggest, the mere presence of an enemy fleet in the system could cut off the planet(s) in the system from the bonus. In fact, this is pretty much already covered by the in-system CFN rules as they relate to the existing asteroid belt bonus. But how do the intel rules interface with this concept? That is, if an enemy has a fleet in the system, can it claim to have conquered any of those mining moons so that it can use the intel rules to interrogate the moon's population for data?
5. What about the innate sensors that come with populations? Do all moons now automatically have innate sensors once the "moon bonus" is activated by the presence of the in-system CFN? Or are there no innate sensors at all for these very abstracted populations? Allowing all moons to magically have innate sensors the instant that the bonus comes into existence seems too "magical" to me. The no sensors approach seems better to me, since at least you'd have to pay to build some sensor BS's. However, then you'd have to track all those listening post BS's you build, so have you really reduced the level of paperwork? (perhaps to some degree...)
As I said above, this is an abstraction, and like all abstractions, it will have its limits. It's also amusing to me that in the feedback that I've gotten on this topic, it's pretty evenly split between pools and the bonus.
Sorry if this rambles, I'm on break and trying to type quickly.
Not a problem, procyon. I loved the feedback.