Population

Population are distributed about the spaces of a planet, or station with the proper module. The natural resources and buildings on convert the population's raw labor into resources. A space will indicate what building(s) are in the space as well as the general level of population present. Civilian industries will provide happiness (and higher taxes?) similar to in Stellaris. Planets demand a level of civilian goods based on the population size. If a planet is below this level, the population will take it upon themselves to build inefficient producers of civilian goods. An overpopulated planet may also build inefficient buildings in empty spaces. Population create income based on the tax rate for that space, which is effected by the building and policies of the civilization. So one may reduce tax rate of labs in order to promote increased science production or something. Each turn, newly born population and a percentage of all the population off of each tile is put into a cache. That cache is than distributed across the planet based on various things. Simulating both population growth and population movement. Mechanically it means that newly built infrastructure will take awhile before it becomes fully effective. As the population needed to use that infrastructure will need to move in. Unless the player is clever about building where population is immigrating to.