There are a few particular problems with the recruitment System:
- You can recruit more Settlers and Soldiers, then people are naturally growing in the city. that means recruitment can actually reverse the growth of a city once free folk to attract ran out
- there is no way to cut off recruitment, if we alread have a large enough reserve pool (wich is eating Public food and costs public credits to recruit and maintain)
- there is no way to set a quota based on the city size or growth
I can think I gotr a few solutions for those:
Growht Based recruitment Turn Goals:
Instead of having a absolute number of recruits/turn, allow us to let the recruite varry based on Population growth.
The whole recruitment threshold could be set relative to the growth of last turn:
- Growth -100,
- Some very low absolute values could still be around as well (100 is particular usefull for settlers, wich are only rarely needed and then in small doses).
That way we could use recruitment to somewhat manage populations. While also making sure we do not burn out our population growth.
As a human, I would say about a Motorized Army worth of Troops (124k) is enough to have in storage. The issue is, to enforce that right now, I would have to go through every city to set them to something lower. Or even settle some reserves, just to have them no longer eat my food and get my credits
So how about a absolute limit instead? I can say "I generally do not want more then 150k Soldiers in the SHQ". And once I hit that, recruitment stops.
Or at least most of it stops. If you go for the previous thing as well, there should a bounded and unbounded recruitment. Bounded would only happen while the total amount is not yet met. Unbounded even happens if it is met.
The goals could even be fluid. Something based on total population figure. Like 100 recruits maximum per 1000 Population or even Populace?
That way a growing empire would have a growing maximum (and thus likely the ability to actually feed the recruits) as well.