What if we moved the later tier production buildings forward in the tech tree? If it only had tier-1 improvements available at the early development phase then maybe it would go "wide" instead of "tall" in its planetary planning.
Doesn't really solve the problem. As Karl says, it just moves it to later planets.You could also get the same effect by just lowering the weight on those techs so they AI doesn't pick them til much later... but again, it's just moving the problem.
Ultimately, SD really, really need to fix the upgrade and terraforming to be lowest possible priority. But in the mean time, just about the only way to fix excessive output is supply-side - reduce the bonuses, make the buildings cheap upgrades that don't give a large increase in output but also don't take very long to put into place. There's no reason whatsoever that a single industrial sector should give a 75% bonus. These multipliers are simply crazy increases from spammable buildings; gaining 50% production from a wonder is barely relevant when you can get 30 times that much manufacturing bonus.
Really, I'd have no great objection to seeing factories nerfed right down to give 5-10% production increase + 5-10% per upgrade, with costs at a flat 30/tier. Then reduce adjacencies to a more realistic 1-2% per level, since it's also crazy to see bonuses being doubled or tripled through placement. This would mean there's no real functional difference between building all your factories early or building one and upgrading it to the highest level you can, and a really well-laid out world would only see some 10-20% increase in output over a random mess; a top-level wold would be getting only +25% per tile and so you'd almost never see a planet with +1000% of anything.
A lot of problems with the economy basically boil down to colony capital + buildings being powerful enough to do most things effectively in it's own right, regardless of population. Karl's early-game example was flawed, in that he missed out the +5 production you get from having a capital building - a modifier applied before almost anything else (only food bonuses are applied earlier), so in fact his 66.4 manu planet would output 99 military manufacturing. This is why colony spam is so OP atm. The colony capital is basically 5 free production before bonuse, and given that it can be 150 turns before planets start to reach 20+ pop, that's an unfathomably immense boost - so immense, in fact, that population is largely optional until the point in the game where the AI starts it's end-game strategies.
1 planet with 0.1 population and 6 top-tier factories, with no adjacency bonuses or power plants will produce 6.4 base production (25% bonus from approval), and then apply a 450% bonus from the factories. That's 35 production before military or social manu bonuses. From 0.1 pop. With 10 times the population (still only 1), it will only produce 41 - you've increase population, the supposed driving force of production, by 900% and only achieved a 20% increase in output. With 5 population, 50 times the first example, you get 61.9 output - still not even double the 0.1.
Get rid of colony capital production bonuses - or, better yet, convert them to social manufacturing - and slash the impact of buildings to 5%/tier, and the problem completely changes. My 0.1 pop world with 6 top-level factories now suddenly has 0.1 production, which is multiplied by just 250% (150% bonus plus the base 100%) to... 0.25. The identical planet with 1 pop produces 10 times as much from it's 10-times larger population. The 5 pop planet produces 50 times as much. The early-day planets aren't completely gimped - they can still build buildings from the 5 social manufacturing on the colony capital, but cannot exert influence on an empire-wide level (by contributing military production, research or wealth) until they have large, significant, productive populations to have do that. As an added bonus, by fixing colony capitals as a flat social manu bonus, you don't need to micro-manage sliders to upgrade research or econ worlds. Just point the population 100% at whatever it is you want them to do on day one and let the colony capital do the building. As a final positive, the AI now also cannot cock up it's development, because that social development MUST be spent on buildings - it's can't divert it into research or wealth due to inopportune slider settings.
If SD want to have population=production as the basis of the economy, then it should mean exactly that - the sole source of non-multiplier production should be population. Not techs, not Hives, not colony capitals. And if they want to use cumulative %-based multipliers on that from buildings for final output, the individual multipliers should be small. An factory-covered world set to 100% manu should produce 4-5 times the manufacturing output of a lab-covered planet set to 100% manu, not 40-50 times as much; otherwise, in order to make research-based planets actually capable of upgrading themselves, costs have to remain too low to be relevant to manufacturing.