Re: Manpower as a resource
I totally agree (with the original post). I find one of the biggest (problems / unrealisms / unbalances / whatever one may call it) with SEIV is the population issue. It's just irrelevant. The strength of an empire is in its people... which holds true in Civilization, Master of Orion, Stars!, real life, and so forth, where people do work. In SEIV, buildings do work, and people just make them a little more efficient.
In SEV, I'm looking forward to reductions in micromanagement, better graphics, better tactical battles, better AI, and hopefully increased realism like QNP. But beyond all those, I'm hoping population becomes not only relevant, but vital and realistic. Currently, the name "Space Empires" is misleading, as it is just a wargame... a real population that really did the work in the empire would make it a true empire-building game.
This cannot be accomplished with the current "give buildings a bonus if there happen to be people on the planet" model, or even a highly graduated model based on that system.
-Cherry
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