It seems to me that you then have 2 kinds of industry worlds, one that doesn't have a starport and one that does. That seems unusual to me, my main industry worlds also generally build ships. |
Actually, no. I only have one kind of industry world, and thats the one with the starport. The other are either economy or research, or some of both. But they still loose lots of resource if I increase the mil. spending slider. See #9.
In theory your strategy sounds great, empty social queue, when you need to build ships, but my industry worlds generally seem to need to both build social projects (either brand new improvements or upgrading improvements) and build ships at the same time.
Particularly in the early game, where you need to both crank out colony ships quick and upgrade factories/build new factories at the same time. So this strategy would be inapplicable at this phase.
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Still by using only EITHER the social production OR the military production of the colony, there's an opportunity cost. |
Do you need to PRODUCE both at the same time, or do you just need both end results? Is there a difference between building one, then the other at full speed compared to building both simultaneously at half the speed?
Ex: First lines is my strategy and the others yours. x is producing, - is idling, - Ship -; - Factory - is end product finished.
Soc: xxxxxxxx - Ship - ---------------------- xxxxxxxxx - Ship - --------------------- xxxxxxxx - Ship -
Mil: -------------------- xxxxxxxx - Factory - ------------------- xxxxxxxxx - Factory - -----------------
Soc: xxxxxxxxxxxxxxxxxxxxxxxxx - Ship - xxxxxxxxxxxxxxxxxxxxxxxxxxx - Ship - xxxxxxxxxxxxxxxxx
Mil: xxxxxxxxxxxxxxxxxxxxxxxxx - Factory - xxxxxxxxxxxxxxxxxxxxxxxx - Factory - xxxxxxxxxxxxxx
Sometimes you need to do both.
My problem is even if I focus only on social production , my big industry worlds are in a constant state of development (maybe your research is slower ?), so if I use your strategy, when I build ships, I'm not doing any social projects.
It's unclear to me that focusing on ship building alone (then switching back to social projects alone) is definitely superior to building both factory improvements and ships at the same time. |
The benefit is not on the industrial worlds since they do use both types of production. The benefit is on the other worlds, where putting funds in military production is just circulating money instead of putting it to use. Here you need ALL funds to go to social development, especially in early game.
Haasen:
Ok, thats what I was afraid of. I went into my game, did some quick calculations:
"Lost social production" is the one spent on military into nothingness which gets refunded.
"Social production bonus" I set to 1.25 (25%)
"Gained military production bonus" is all production that I previously lost because of bonuses not applying to transferred production.
I put the sliders to 30% soc, 30% mil.
(lost social production)*(Social production bonus) - (gained military production bonus) = -37.25
All in all I'm loosing 37.25 total production every turn by having it transferred. Comparing this to the gain in #9 which is (in my current game):
2250 over 60 turns times planets with no starport = (2250/60)*5 = 187.5 per turn
=> net gain / turn = 187.5 - 37.25 = 150.25
This is disregarding the fact that "gained military production bonus" is low in early game when industrial planets are developing.
So, roughly, I have gained 150.25*60 = 9015 BC and/or research points over the course of 60 turns during early-mid game in my particular game. Roughly calculated.
Edit: Oh, just noticed. When havning the slider at 1% and focusing on military at a planetary level, you get bonuses. So just focus when building ships and you will still get at least some of the bonus, making the benefit even larger.