1) the funds say "never" because the econ model is not updating correctly. There is no 3-turn lag between when a change is made and the results are displayed.
2) if it has to be "got around" it is a bug, not a feature.
3) if you destroy your factories it *does* make a difference to social on other planets. Your understanding of the model is flawed.
4) you should practice ranting, you aren't very good at it.
If one planet has the capacity to spend 50 BC's and 5 other planets have 10 BC's each, then at whatever level spending, the one planet does 5 times output of the others. If one planet has the capacity to spend 500 BC's and your new planet can spend only 10 then the new planet is getting only 1/50 of the available BC's, or maybe 3 or 4. If that planet can't build a simple factory (god knows why not) but only a major manufacturing center, it will take 100 turns. This *is* a game breaker IMHO. I need the ability to bootstrap a new planet, not be forced to build only the latest and greatest buildings.
Either I need to be able to turn off the social consumption of a planet as it says in the manual (get the parentheses), or I need to be able to build primitive structures on primitive planets. Otherwise new conquests are useless, and the entire game will be driven from a core of 4 or 5 worlds.
Again, are we in beta? Why the electronic manual which can be updated in a minute is different on such a major issue is beyond my ability to understand.