While going back and looking at the current state of the game and reviewing a save game using Horemvore Galactic Star Trek Mod version 1.10, I noticed something I wasn't sure of while playing my first GC3 game in almost 6 months. The Crusade expansion brought probably a welcome change to how the "Production Wheel" was handled. Raw Production wasn't adjustably split between Social Manufacturing and Military Manufacturing. (Ignoring the Manufacturing / Research / Economy split for purposes of this discussion). WIth Crusade now what you had for Raw Production becomes the base for Social Manufacturing as well as for Military Manufacturing - then planetary, empire, building and starbase module bonuses increase this base amount.
Raw Production = "Production Points" variable in the XML files and it is determined by a calculation from the planet's population plus Empire Bonuses plus Research Bonuses plus Building Bonuses (mainly Capital/Colonial Capital raw production bonus) plus Starbase Module (Economic Ring) Bonus plus Approval Bonus
Crusade Expansion added created a new "MaxManufacturing" variable that equals Raw Production initially
Social Manufacturing is represented by the original "Manufacturing" variable which takes the base "Max Manufacturing" production and is increased by empire (manufacturing ("productive"), planetary, building, and Starbase module bonuses
Military Manufacturing is represented by the original "Military" variable which takes the base "Max Manufacturing" production and is increased by empire (manufacturing ("Militant"), planetary, building, and Starbase module bonuses.
Now the question I was trying to determine was whether a +X "MaxManufacturing" bonus from the Colonial Capital increased the Neighboring leveling bonuses for the Starport and DeepCoreMine buildings or whether you need +X Manufacturing and +X Military bonuses for the building.
If the concepts above were implemented correctly then just using a +X "MaxManufacturing" neighboring bonus would level social manufacturing AND military manufacturing buildings equally and identically.
However, where the Space Elevator with its +1 MaxManufacturing neighboring bonus increases the displayed leveling bonus of the Starport - none of the factory buildings with the SAME +1 MaxManufacturing neighboring bonuses affect the displayed leveling bonus of the Starport.
Is this a programming error whereas the Manufacturing buildings originally prior to Crusade only affected social manufacturing buildings and was hardcored to do that bonus and ignores the new Definition in the XML files for that building. Or is it just a display error in how the leveling bonus for Military buildings is displayed ?
Also, if you look at the planetary calculation of Planetary Ship Construction the displayed value is larger than the detailed breakdown of how that Social Construction calculation was achieved - for the Starport building you are missing the leveling bonus just the base military production for the building without its leveling neighboring bonuses. However, the displayed value for the Space Elevator includes both.
It is possible due to how the calculations for social and military production changed with Crusade that the detailed planetary display calculation is just not displayed correctly. In theory, the game engine executes the definitions for building improvements precisely and it is just the display feedback that has not been updated completely to reflect all of the changes.
But all this confused me as to whether Capitals and Cities needed both +X MaxManufacturing and +X Military neighboring bonuses. Both still are missing Tourism and Approval neighboring bonuses assuming there is not some logical reasons why they are not included. With the new building and starbase modules changes adding +1 or greater maintenance to most every building or starbase module you could use the Tourism bonus to help slightly with the Economy. The approval bonus would be helpful as there is a fairly high bonus to manufacturing when you are at max approval.