Prior to 1.1 as I was told by Joeball123, the population effect on raw production was a non-linear function, but its peak efficiency was pop 10. Hence, higher than pop 10, you had to really pay close attention to when pop was paying off. Incredibly high pop worlds were not very efficient.
Now in 1.1 its linear, 1 pop = 1 raw production. Thats great, because its SIMPLE. However, there are some considerations to take into acount:
Not withstanding adjacency bonuses and other tech bonuses, its now a reasonable ballpark to peak manufacturing/research/grossIncome worlds is to put half pop buildings and half improvement buildings.
It also seems to make projects MUCH more powerful with a high pop. If you devote your manufacturing to research or grossIncome, you can obtain nearly the same amounts as just building a research or money only world (with half pop or course). It makes culture fest and birthing subsidies even MORE powerful. Frankly, to reduce micro-headache, it just seems more reasonable now than EVER, to just build a world full of manufacturing, and then turn each world serving one of the 5 needs (manf, research, money, pop, culture) in a single click. Now yes, its still slightly better to customize, but not that much. But having the ability to switch an entire world's focus and gain GREAT results with no rebuilding just seems to defeat the purpose of planet building.
thoughts??