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For the Great Alliance, which I am currently playing with, their bonus does seem to apply even though I could only test point defences in rare occasions close up against other ships so far (haven't faced any AI with missiles this early on.. aside from the occasional drone base)
Especially Hive fleets might run into big trouble if faced with any oh so small amount of freelance point defence as Hive naturally benefits from massed fighter swarms later on.
In any case, it might be something to look into.
However, of course if you were to do this I would suggest to allow the AI to also use these militaries on startup; with just a random selection.
WIth everyone with an advanced military the player would not be op and would actually make the game much more interesting; introducing rock, paper, scissors type combat.
Even if you were to have a popup at the start of the game with all these options; it would be a guarantee the AI would also choose one. However, this is just my two cents.
"MP calculation includes certain values and completely ignores others (because Paradox), so I can easily see a mod like Elite Militaries which adds lots of different bonuses per static modifiers and traits having really weird results.
Not exactly an immediate issue, but it makes for a very strange bottleneck in wars against inferior opponents. Drop their fleet in seconds, drop their planets in 8-10 months. (Or years if you're running Rift Walkers.) I'm positive this is an issue with how the game calculates orbital bombardment damage, it just becomes a glaring obvious issue when running with your mod. (Which I love, keep up the good work!)