Re: "1: There's no specific amount of population needed to operate facilities. (I wish they'd add that in the future actually!) All you need is 1 colonist and any number of buildings will operate just fine."
I agree. I would think that instead of applying flat production bonuses for specific population targets (as is currently in the game), the system should be a bit more complex.
(rant on)
Although it may be too complex to closely model requisite population counts to "man" a certain number of facilities, a partial solution would be to add penalties for underpopulated worlds (at least) and move away from fixed population threshholds.
So, set up the production model to relate number of facilities to population size -- the fewer facilities on-planet, the smaller the workforce required to operate them. If a planet's population is beneath the level required to operate its facilities, assign a penalty (underutilized plants, overworked employees). If it is over, assign a bonus (true leaders would simply give more vacation time or create new job roles than face the trouble brought on by mass unemployment). Since planet conditions cap both population and number of facilities, such modelling should not prove unworkable over the range of planet sizes and conditions.
Of course, there would have to be fixed limits on how large or small the modifiers to production could be, else a world hosting 8 billion people with two factories could outproduce that same world with four factories, but I think this system offers a bit more reality than shooting for specific population targets in SEIV regardless of the size of the world or the number of facilities on-planet. Of course, should a planet have population *way* in excess of its employment base (few facilities), the two-factory v. four-factory issue could be resolved by applying a happiness penalty -- gross unemployment that extended vacations cannot solve

...
As things now stand, the marginal output of facilities is affected greatly by population size and only in a positive manner. Larger worlds with more population not only generate more resources through their ability to host more facilities, but also through the bonuses attached to ultra-large population counts.
Maybe I'm coming at it all wrong, but when I think about constructing a "facility" -- especially one that takes up space in the sense that the number of facilities per planet depends on planetary conditions -- it should represent approximately the same output level on any planet. The bonuses for large populations on large planets ignore the competition for resources represented by the increased number of facilities the planet's population must support.
Simply put, one fully-populated, huge world will outstrip the output of a collection of smaller worlds with the same population and facility count. That just doesn't seem right to me.
(rant off)
[This message has been edited by great.throwdini! (edited 20 November 2000).]
[This message has been edited by great.throwdini! (edited 20 November 2000).]