If the 1000kT per pop unit is the main root cause, and it looks like this, if I understand oleg's post correctly:
http://www.shrapnelgames.com/cgi-bin...3;t=007969;p=1
... Can there even be another workaround than to reduce the population weights again? I don't think so. To compensate this (e.g. if we say 10kt per pop unit) one would need to multiply the planet production modifiers as well as the planet population itself by 100 or 1000 in case of 1kt per pop unit. But I guess I am fantasizing again...
EDIT: Impossible, but it would be nice if we could setup population max numbers by planet sizes to a lot higher values...
[ March 13, 2003, 15:40: Message edited by: PsychoTechFreak ]