Suggestion:
Go back to the old ways since clearly this way have failed two times massively.
It's like the game is in Beta once again.
Or if you so much want this system, suggestion.
Instead of spawning, make it so you have to buy them.
And while you grow, you need more since the science will be effected with upholding acres.
And you start with 0 scientists from the bloody start.
Whats the use of science when everyone have 20% pop science after YR3 and the chaining system is off. Players with 200 acres can keep 160k offense, yes no defense almost, but who needs it since their NW will be huge with the Elits, gains on them is useless and they gain 30-50 acres/ hit anyway. Meaning after the first wave, they can't be deep chained again.
IT'S EARLY AGE, Not end game with an over pumped player in science that has been active and done learns all age to get there.
And we can't really take away his science to reduce the pop % science abductions only gains 1-2 / hit = Useless. Compare to end game when you took 60-300k Science in one hit.
So suggest:
Start with 0 scientists
Stop making the game an "who gets lucky to get an scientist"
Need gc to pay for an scientist
When growing, you'll need more scientists in an category to uphold the same amount of %.
Or why not just go back to the old ways that clearly worked with the programming....
This age should be 6 yrs long since it's such an bugged age.