With Military junta I get lower upkeep, lvl 2 admirals, the ability to have a leader agenda and switch rulers. I considered it, but in terms of pure minerals it makes little difference.
I also either lose out on fanatic xenophobia (extra influence to cycle leaders) or fanatic militarism (10% weapon bonus, much more frequent weapon cards, war happiness).
I get a 20% bonus to minerals on my homeworld, which while seemingly substantial only really amount to ~4 extra corvettes after 7-8 years. And the ability to have agendas (effectively a third ruler trait) or select your ruler is too good to pass up.
According to the ingame tooltip fanatic militarist doesnt get bonus war happiness over normal militarist. Not sure if its wrong tho. So ill leave that as it is for now.
As you will notice, having not seen you play your style, i make a few assumptions here. Feel free to tell me if they happen to be unreasonable.
Lower Upkeep: With MD you gain Naval Capacity which has a similar effect once you would go over your naval capacity. I assume that happens quite frequently?
Agenda: I assume your prefered agenda is the fleet expansion one? MD is pretty much a lite version of that. You lose the reduced construction time but gain the build cost effect from day1 without having to spend 250+ influence on it. Not sure how relevant the construction time actually is, from my experience mineral tends to be more of a limiting factor anyways, especially after you get your 2nd spaceport to build from.
Lvl2 Admiral: How much of a bonus is this, really. Usually you get your leaders to lvl2 reasonably fast anyways and you miss out on the chance of gaining a trait from lvl up.
Influence to cycle Leaders: You still gain the +25% rivalry influence boost from MD, and the +1 rivalry from militarist. You also dont have to spend influence on the agenda. So yes, in the long run you will end up with less influence, but since we are talking about a rush, its probably fine. You might even be able to spend a little spare influence on other things, like getting a slave govenor or a materials scientist. Depends abit on luck tho.
These were rather easy comparisons to make. From now on directly comparing things get more difficult, especially considering rng plays such a huge role in the early game.
I will list the advantages of both sides: (For clarity, I just name them by their government form, the list includes the entire setup. I will also not include the stuff i discussed above, apart from where it either plays into a bonus i need to consider or maybe the lvl2 admiral)
Military Junta:
Advantages:
Lower Upgrade Cost
+7% Weapon Damage
More longterm Influence income
20% Higher Weapon Tech Weight
Faster Ship Construction
+1 Admiral
Ability to switch rulers
Military Dictatorship:
Advantages:
Ability to enslave your own pop for higher early Mineral gain. (Possibility to snowball)
Higher Food Income/Lower consumption(Faster pop growth, potentially less mineral spend on farms)
Alot less Influence costs, resulting in:
Potential boost in mineral income with slave governor
Potential reduction of ship build costs after research of the Interstellar Fleet Traditions tech with governor
Potential boost to Weapon Tech Weight with materials scientist, which has the advantage of not including missile tech and including armor and repeatable techs. (might even stack multiplicatively, not sure tho)
Potential to run edicts for longer, resulting in faster weapon techs/potentially more naval capacity/potentially more Influence income/POTENTIALLY(even tho thats abit of a stretch, you would need some serious luck to get this in time) more mineral income with share the burden
Now the question is how you weight these. Keep in mind Forced election is abit of a double edged sword because it costs a ton of influence and atleast AFAIK you cant see the traits of the candidates before that. Its also highly likely youre having to settle for a less than perfect ruler, and there is the possibility to either getting only bad ones and the only good one being your fleet admiral, resulting in even higher influence costs. Also i dont think you give early mineral enough credit, as it can snowball quite significantly with turn advantage. +7% Weapon damage is quite good tho.
Feel free to point out if i missed anything or fell prey to any glaring misconception, i am human after all so its bound to happen.
Oh, and just in case, im not saying your strategy is bad by any means. I just enjoy taking ideas and trying to make them even better, so i keep bouncing off ideas until something sticks. In fact, ive never even thought about completly ignoring colonization in favor of conquest until you made your post, so thanks for that. Its actually quite brilliant.
Oh and a followup question, how well are you dealing with the new lvl2 spaceports? And do you take point defense or not? Kinda cuts down on your dps, but makes rocket start empires a freekill.