Since you can't have both on one planet.. and they really only give advantage at border worlds.
Which one would you choose?
Defensive Orbital Command Stations circa 4.031
all have 1500 shields, Marks 2 and 3 require 4k and 5k knowledge respectively.
Logistic
Mark I
+40 speed (friendly) and 1/2 enemy speed
hp 149,998 cost 1k energy gives 24 resources
Mark II (4000 know)
+60 speed and 1/2 * enemy
hp 499.998 cost 2k energy gives 48 both resources
Mark III (5000 knowledge)
+80 speed and 1/2 * enemy
hp 899,998 cost -3k energy gives + 96 both resources
also stops enemy teleportation
Military
all have blade immunity
Mark I
1.2x damage all ships/turrets
499.995 hp cost 2k energy gives 16 resources
attack 3200x4 23,000 range, 10k range tachy
Mark II 4k Know
1.5x damage all ships/turrets
1,499,995 hp cost 4k energy gives 32 resources
attack 6400x8 33,000 range, 20k range tachy
Mark III (5k-kn)
2.0x damage mobile and static
2,499,995 hp cost 6k energy gives 64 resources
attack 9600x12 43,000 range, planetary tachyon coverage
Analyzing the above leads me to a few conclusions:
A)The only reason to go Log3 over Log1 is to stop Teleporting units.
Reasoning: if your speed 22 frigates are now speed 62 and their preferred target is fighters now
speed 19(halved) what do you need an extra 20-40 speed for you can catch them easy.
Faster targets are halved, so unless there's some blindingly fast super-armored target that can only be killed by your slow missile cruisers.. the 40 boost is more than enough.
(this might be a reason to adjust these values)
B)Military is inferior to Log I until mark II or III where it shines. 2x is a boost that you'll really see
and it also affects static defense.
C) The other distinctions: Planetary Tachyon coverage, Military's guns, and stop of teleport units etc, seem like their benefits are minuscule compared to the main boosts and can be considered icing based on the initial choice. (Although if i was facing an opponent that was using teleporting ships to devastating effect the choice would be easy.)
So the real choice is 2x attack mobile AND static for total 9k knowledge or free approx 4x speed advantage.
If you can stopper up wormholes w/ military and annihilate attackers before they can move out of range, there's no need for speed. If you have more wormholes than you have turrets/ships you might need to leave a glob of free roaming defenders in the middle, in which case I could see speed being advantageous.. Maybe there's a sweet spot, 2 or less hostile wormholes Mil III. 3+ Log I. 5+ Log III. ?
I must be over-analyzing this like Vicini in Princess Bride. I guess I'll stop and hear what someone else thinks.
**What in the world could that be!?** (switches modes)
Anyone have any strategies/builds that put either of these to good use? Or anecdotes with these at higher difficulties?