Things that have no consequence for gameplay are, by definition, inconsequential. My point being that planets do not have 72 tiles.
Well, even if i could only get a percentage of 288 tiles, it still represents potential for *more* gameplay features that i wouldn't otherwise get ON that specific planet.
Going from YOR to green tiles through three terraforming levels give us extra space to increase the effectiveness of ALL planets even if, as you use yours, the Homeworld could produce more money since it can be developped further. Once we reach THE maximum on any PQs range(s), we must look somewhere else for additional numbers (ships, BCs, techno points, etc) -- colony rush or conquest, btw.
Sooo, in retrospect -- there are consequences to any additional Tiles IF the ruleset provides us with the actual potential.
The game's interface is already fantastically stupid in that it forces you to have to build dozens of replicas of the same building.
No UI has ever enforced me into building what i don't want to... if i decide to have 20 labs on a PQ21 while contemplating the BIGGEST beakers row i can fit in while knowing maintenance is certainly higher than what the local unhappy population does to my overall economy - that's MY risk to take or not. Add 10 more tiles to this surface, maybe i'd still want a much bigger row of Beakers by putting an additional 10 labs *or* (hold on tight to your pocket calculator) NOT.
There's a reason why most planets only have 8-14 or so.
A ruleset, gameplay designed to maintain some rational limitations. True. But, i'm into the abstract speculation with this whole PQ bar raising here - that, again, opens up the deck beyond lower values.
Those tiles that you can't use have no meaning for gameplay.
Use, as in LIMITED rules that i do comprehend and must cope with. Then, it begs the question; what is the fundamental difference between these two situations?
1-- A tiny map with 60 planets that contain (on average) 14 tiles on each - which gets distributed to two players. 840 tiles.
and...
2-- The same tiny map -- but with 14+29 *improvable tiles* (which become available after a more complex Terraforming process or not, btw) on each. Two thousands five-hundred and eighty tiles, baby.
To make everything immuned to spying, to defeat the *all PIs single type strategy*, to fill a bunch of Starports rapidly, to balance the overall economy in a tighter cluster of Core planets and use the outside rims production power to conquer & invade - player or algorithmic wise, btw.
Quicker production of anything, faster Research and much tighter interaction with neighbors. Presuming a planetary Governor (fixed) is in proper use, not even more micman for the extra potential either.
Rapid wars and swift combat rounds also - from the number of fleets cranked out by all.