However, below 100% accessibility, it's going to be more than 15-30% income increase. At 50% accessibility, it would make it 65%/80%, for an actual increase of 30%/60% higher income.
Yes, i understand how it works. So... do you often have access less than 100%? I mean: if we dont concider spending all Alpha's for extra colonies and use em in Megaports instead. Because if we use AI as managers access stat is even more pointless, because you can have a lot more colonies.
With Alpha in megaport and Freeport enabled its possible to hit around 200%. So, 215/200=1.075.
I m a new player, but i heard that in previous versions colonies were harder to sustain in terms of debet/credit balance. May be in those times it was nice to have extra 15% access. For now you can have pretty sustainable 1 colony (pays for itself and for your fleet), profitable 2. With 4 and more you can faceroll and give money to every faction that tries to intimidate you (if you dont wanna babysit or dont have big red shield). May be in Nex they can, you know, made a blockade and kill every fleet you have to make your worlds starve... But i never saw such situations.
Then again, I spend my points by going for things I actively want, instead of looking for things I can give up most easily.
In my first playthrough i played like that. My current one differs for 1 or two skillpoints.
I really wanna try i build with maxed impact mitigation. May be one with Missile spec (dont like missiles, actually, but need to try). One carrier spec.
And now (because of this discussion): something with maxed Coordinated maneuvers.
Picking things like planetary operations? No, thank you... It is not Master of Orion, you cant attack your opponents from different angles (not in geometrical terms, if you understand). The game is about space combat. Mostly. Not 100%. May be even not 80%... But definetely more than 60%, imo.
P.S. And yeah, returning to character building...
I really wanna try i build with maxed impact mitigation.
May be one with Missile spec (dont like missiles, actually, but need to try).
One carrier spec.
And now (because of this discussion): something with maxed Coordinated maneuvers.
Here we have some builds, but you dont do any real choices here. If you wanna max missiles - you pick missile skill. If you wanna max armor - 2 armor skills. Etc.
The real choice you do each time: what you will NOT pick. So thats why i suggest to concider it that way. I dont pretend to be fully right, just suggest to think about that.
Also, about extra combat readiness:
70 to 100% increase will give us:
Maneuverability: +10%
Damage taken: -10%
Damage dealt: +10%
Fighter refit time (for ships with a flight deck): +10%
So, extra 15% will give half of that. Again: i dont know anything about fighters, but if i understand it right, damage mitigation bonuses are multiplicative, so, if we have, for example, 90% reduction from armor, and 5% from combat readiness, the damage will be lowered to 0.1*0.95=0.095 (9.5%). Not a big difference (actually: EXACTLY 5%). Extra 5% damage dealt is nice to have, but you defenitely will not die without it. Extra 5% of maneuverability you even will not notice (may be you do, if you are professional korean player...).
So... Yea. Fleet logistics gives you something. But 6 points worth of value... not, imo.