MC cost of the golem is partially offset by the fact that it regens in 2 hours time.
Oh! Its been a while since I used them. A long while. They didn't do that then.
That was added in update 6.013. The same update doubled their health and halved their build costs, reducing the cost to repair each hit point to one quarter of what it was.
So... taking this into consideration, is it more economical to use them in conjunction with railpods, or just using railpods straight. That was my original question, and I think it's worth a look in this light.
Ok, Regen Golems and Railpods. Regen Golems are still a bit of a complicated topic for me, because I'm never certain how repair works with them.
But anyways, I did some math and some experiments, and here are my results.
A Regen Golem will give up 90% of it's HP to regen units, or 360,000,000 HP.
A Mk I Railpod has 52,000 HP.
Therefore, a Regen Golem will revive 360,000,000 / 52,000 = 6,923.077 Railpods. Rounding up means 6,924 Railpods Mk I. That's 13,848 shots and 129,617,280 damage.
Repairing the Regen Golem - this is where difficulties cropped up. According to the Wiki and my memory, repair costs are base 1/4 build cost but the Regen Golem gets a special 1/10 cost repair price. The Build Cost of a Regen Golem is 10,000,000 each M/C, so the repair cost should be 90% of 1,000,000. Unfortunately, and I repeated this several times, it consistantly took only 110,000 M/C to fully repair. This was regardless of how long it took, or at what difficulty the repair was performed.
110,000 M/C at cost 26 M/C would produce 4,230 Mk I Railpods. That's a lot less than the 6,924 the Regen Golem allows. In fact, the Regen Golem is about 62% more efficient.
To verify, I did the experiment: Used a full cap of Railpods to wear the Regen Golem down to 10% HP, and measured the shots fired at a Wormhole Guardpost. I counted about 14,200 shots fired, which is very close with the math for 192 base + 6,924 revived Railpod's shots.
Since damage goes up Dam = Mk * base, and HP = Mk * base, the efficiency doesn't change. So all Marks are identical when using a Regen Golem. Dam/HP = 0.36, and Max Damage of Revived Units = 129,600,000.
However, because the production resource cost goes up superlinear, the improved efficiency of using the Regen Golem gets even better at the higher Marks. A Mk I is 62% more efficient using a Regen Golem, while a Mk V is a whopping 150%
more efficient (2.5x damage). See the chart below.
Mk | Efficiency vs Production |
1 | 1.62 |
2 | 1.56 |
3 | 2.08 |
4 | 2.34 |
5 | 2.49 |
So, yeah. Railpods + Regen Golems is much better than normal production of Railpods. Optimal strategy would be to use the Regen Golem to revive your highest Mark Railpods until it ran out of HP, then switch to max speed production of your highest efficiency Railpod (Mk IIs or Mk Is).
However, there are some quirks involved. Railpods that die and are revived do *
not* get their shot timer reset - so it still takes two seconds after revival until they shoot again. This reduces the DPS of the Railpods by about 50%. Also, a revived unit keeps the same target it had before, and AI units or shots in transit remain targetting the same unit. The Regen Golem also does not regenerate itself during this - it seems the revive-sacrifice-damage counts as damage-preventing-regeneration-or-repair.