It can, but not in significant quantities. A good metal mine will output ~1000 metal a turn and quickly the aim will be to have multiple level 4+ metal mines.
At the end of the day, if you have excess metal, I think that you don't have enough industry. If you like runing numbers, let me offer these: a level 4 industry outputs 1000 IP per turn. The cumulative cost of a level 1 to 4 industry is 15 000 metal and 2 480 IP. As you can see, the IP cost is minimal. The only thing required is metal... And time.grime wrote: ↑Thu Mar 28, 2024 4:31 pmMetal can be mined from Recycling plants (which you need IP to build). However, the *only* way to get IP is a hex perk, a private industry asset, or public industry asset. Only one of those is directly under the player's control. So while conserving your IP to develop your metal collection and industry, you also need to balance IP use with road building for expansion and troop creation. Once you get your recycling centers up and running, the metal problem diminishes - it only becomes a problem again when you start producing tanks/artillery (build cost + ammunition usage).
Let's run some numbers - one recycling center costs 100 metal and 270 IP to build, and will produce somewhere between 40 to 100 metal a turn. An industry asset will cost 390 IP and 1500 metal. You start out with a private recycling center producing 60 metal a turn, and around 50 IP production a turn. That's 6 turns worth of IP vs 2 turns of metal. So while waiting those 6 turns to build enough IP for one center, you've now produced another 2 recycling centers worth of metal. And there's not a lot you can do with that metal without IP, so it builds up quickly. IP, however, seems to be always in demand - roads/ammunition/etc all need it. Once you get a couple recycling centers up and running. the metal problem goes away. The IP problem doesn't.
It takes a while to develop the first industry but once that is up everything will grow exponantially and allow you to overgrow players that invested in anything else.