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The numbers you're showing only apply to forge worlds or Gestalt Consciousness. By then they are more effective, yes. Beforehand, alloy foundries will get you more output.
Debatable if it's better or more efficient if looking at all you could look at, but in terms of base alloy production, those foundries will get you more up until a certain point and if you're playing anything else than GC.
(And not to forget: You will be able to upgrade those foundries later on.)
-both as industrial (split resource type production)
-one as alloy one as goods making
The latter would be more efficient as the specialised worlds reduce mineral use, and the specialty can be changed at any time. Need more alloy? convert a good world to alloy, need more goods, vice versa.
In theory* city worlds are useful but not really if their pure* city worlds. Alright maybe* have one planet in your empire for dealing with excess pops but their going to grow slower and slower regardless so might as well make capital production world. This is as trade value does not scale to energy production from generator districts.
The more planets you have the less it matters if one planet stops growing. Some planets are tiny and will likely end up having all city district just to open the slots. In that case you can decide if the building slots are worth it to the resource production.
IF a world looks like it will need all city district focus the few districts you can have on food and energy for district cost and don't use industrial.
As far as eccumonopolis districts go they are more efficient on rare material use compared to how many jobs you get. This means their less efficient if you have planets that can zone more industrial districts, but more efficient if you have run out of districts empire wide.
For example, habitats give bonus output to research while planets are reduced upkeep.
I think eumancliptusabobs and ring worlds have different bonuses for specialization than planet districts.
You always want one on an allloy producing world, be it industrial districts or ecu forge districts
Why are you talking about pop growth...
Prior to that, there were no industrial districts, and the alloy foundry simply provided the alloy jobs itself, with more jobs available when you upgraded the building. (Same as how the research building still works right now)
I can understand why you would say the alloy foundry is not worth it in the early game. It only starts giving output buffs when you upgrade it. So as long as you don’t have the technology to do that yet, I agree that it’s better to build an industrial district instead
Simple as that. You could put refineries in that place but those don't get boosted by the forgeworld planet designation. It's for when you run out of districts to build.
You might also want to keep an eye out for the Ministry of Production. That is the building which boosts output.
I also thought about preplanning and saving district for other district types.
In the end some people are just going to argue no matter what you say.
When looking at Alloy production, larger empire size doesn't matter since alloy production isn't penalized by it. In the grand scheme, more alloy = more ships = better fleets = winning wars.
It's not like empire size actually matters anyways since you can easily outpace it if you're specializing worlds to do so.
People like that will expand the field size to contain their goal post to support their argument. Ignoring any new possible conflicts expanding their field size brings.
Basically the both of them just said "Empire size does not matter." Which is completely false because not every game is the same and not everyone plays the same way.
Notice both of them ignored:
They both completely ignored planets have limited district numbers.
They both completely ignored placing it early does not even matter.
So ya, that is why I decided to disregard bringing it up yesterday because these people were THAT predictable.
Anyway, OP is flawed fundamentally because the buildings DO provide multipliers - when upgraded. They didn't "USE TO", they still do.
The thread is asking about how something compares to an older release. There's zero reason to bring up how much empire size adds because a Forge World is going to be using districts AND Alloy production buildings.
It doesn't if you're not building like a knob.
Every game is going to play similar. Minor variances in planets doesn't change the underlying factors of the game's flow.
Because empire size doesn't matter if you actually build your science/unity production in accordance to your empire size. Alloy production isn't effected by empire size, so it's meaningless to point it out when you're going to have industrial districts. If anything, your base plan should already be including them long before you start worrying about a red number that really does end up meaningless.