It's a bad approach because there's practically no downsides attached to hyperspecializing everything in the live version. But have a high enough tax on local deficits, and the numbers shift more in favor of some local production. Like, if every basic resource that needs to be imported costed you 3 trade value, you'd almost certainly be producing everything locally - of course that's not the desired outcome either, but it should be quite obvious that there can be situations where specialization is not the right answer.Because that's a terrible approach. Not only is that planet already producing something, and has a focus on it. You would need to build up an entire second infrastructure on that planet including the bonuses. Then you'd have to massively shift workers away from what the planet is currently producing all to produce a small amount of food and solve a problem short term. Rather than create a proper long term solution with future growth.
Basic resources are not even subject to the three zone limit.Honestly, this approach is so incredibly flawed and has so many issues on so many levels. It entirely misses the problems at hand, it ignores that you can have at most three zones in the new system, that work force is usually a limiting factor, that you'd have to retool what the planet is currently doing to create inferior production and hurt yourself long term, all to create a stopgap solution.
The rest of the argument just doesn't make a lot of sense to me. It's not "inferior production" if the amount of trade value you save makes up for the lower efficiency - you're just inherently assuming that specialization must be stronger than fixing deficits locally in every situation, and that's just not based on anything. It's certainly possible that the balance will end up that way, but it's not some law of nature that hyperspecialization is automatically better than making use of local opportunities.
And sure, workforce is a limiting factor, but whether you're producing food here, or over there on that other planet, the workforce will be used either way. With how easily pops can be moved, it does not really matter where the pops are located until the planet producing alloys and food is full. And even then, depending on how the numbers are tuned and what inherent productivity bonuses the planet brings, the answer to that could still be to just turn another planet into a forge world and leave the farming districts on that first one.
But either way, I think I'll leave this discussion now.
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