From: Devon, England
Not to get to mathematical about it but 30 is optimal. Larger than 30 do not 'usually' give 1 point extra to R&D. The reason is the way the R&D model was set up by GG (and now MichaelM). To get an additional bonus would take a large number of factories to get the additional bonus.
Here's the code part
In simple terms
(a.1) Daily number of initial devices from factory is as with a/c production [ (active devices + random(30))/30]. If this number is 0, or there are any damaged devices present, then no R&D will result this turn from this factory. [This agrees with the manual ]
(a.2) A factory will then produce a random R&D between 1 and the number of devices from step (a.1) ie 1 device = 1, 2 devices = 1,2, 3 devices =1,2,3, 4 devices = 1,2,3,4 10 devices = 1,2,3,4,5,6,7,8,9,10 etc.
(b) The random R&D is then divided by 10. Any random R&D of less than 10 will be '0', otherwise it will be the ten's component of the random R&D.
(c) If there are no damaged devices in factory (this is a given as there must be NO damaged ones present), add '1' to the number from (b).
(d) If the number from (c) exceeds 3, it is capped at '3'.
The number from (d) is added to the a/c development counter - this will be a number from 1 to 3 inclusive.
Once the counter exceeds 100, it moves the available date sooner by a month and resets the development counter.
Clear as mud mate ... take my word for it, 30 is best Anyway - any other q's I'll answer in the morning.
Thanks for the info - will definitely be taking your word about this rather than trying to work it out :D
However contray to my previous post doesn't this imply that existing R&D factories that are upgraded would cease to produce ANY R&D points - if so doesn't this conflict with whats shown in the game?
Hmmm, my heads beginning to hurt, will await with interest your comments in the morning (wherever morning is for you - its 1500 hours here in the UK)