Scaling tier construction points
I actually think that the way the points increase is okay. However, only if there is in fact other functionality behind it.
To my mind, the construction points are a proxy for system development. They are an artificial way of ensuring that commanders do not just simply build tier 3 ports and settlements ONLY.
Parsing the game into the real world for a second, if a corporation or group of independent commanders decided to pre purchase all the materials required to build all these tier 3 settlements etc, they could do it, but if no one lives there and uses them, they would fall into disrepair.
I feel like the whole construction point debacle only exists because the feature lacks that depth.
I would love to have more clarity on the long term implications of colony population growth. In my mind, it should be fine to build all of these faciilities unmitigated. If people are willing to sink the time into it, why not. But those facilities should absolutely not simply 'turn on' at the weekly tick and then be 'fully operational'. They should have other, logical prereqs.
Kind of like province development in games like EU4/CK3. Sure, you CAN build a university in this desert tile with no people living there, but it would be insane to do so and a massive waste of resources.
To me, this would make more sense in colonisation than the currently developed approach.
Or a hybrid of the 2. So, over time, as the population and development of a system increases, the construction point cost should also decrease. I see it like an inverse multiplier. As pop/dev increase, the construction point multiplier should decrease.
Yes, on day one, to build multiple tier 3 ports is insane. But in 3 years time, when the system has 2m people living in it? Why should that cost as many construction points as a brand new system freshly colonised..