I was thinking about how realistic it is to deploy a citadel will full intention of letting it die. The only limiting factor is ISK, but in reality (Ya I know…) you would have to bring people on board that structure to make it work. Non-capsuleer personnel to keep the lights on as it were. With every structure getting blown up literally millions of civilian lives are erased and somehow instantly replaced! Manpower should be a limited, but renewable resource, and we can use this to shape the economy and introduce strategy in structure deployments.
Structure personnel could be bought at NPC stations for a fee which would introduce an ISK sink into the game. These people would be limited in quantity and can be sold out. The mechanics of this can involve many possibilities:
High sec only civilians - Only settle in high security space structures are cheaper to buy.
Low sec only civilians - Only settle in low sec structures. Higher cost.
Null/Wormhole civilians - 0.0/WH only structures and cost the most.
Scarcity can be adjusted based on how much proliferation of structures CCP feels is appropriate for the health of the game.
Hording civs - They would have to have some form of expiry date on them. They have lives too and will desert the cause if not deployed in a certain amount of time.
Availability/scarcity - Could be region wide to save flying from station to station. Could be a new mechanic where you ‘place an order’ for recruits to man your stations and X hours later they all are gathered in Y station for pickup and cost whatever they cost which would be based on a capped supply. Could introduce a highest bidder system also.
Number of citizens could affect structure bonuses? Less than ideal personnel might reduce defensive stats, but lower fuel consumption or more people could boost manufacturing efficiency and refining yield as an example.
Farming population using PI structures? That could be a thing.
This could give CCP some more levers to pull when they want to tighten up the economy, limit structure deployments, and give incentive to use other parts of the game to gain their advantage. Looking at the ISK sinks and faucets in the game made me think we need more sinks! This is not sustainable.