Efficiency does much more than reduce the penalties from different econ/research sliders
from the datalinks:
(Excuse the formatting, i've just copied/pasted direct from the datalinks
As your colony grows and you claim more territory and build more
bases, this growth will put a strain on your economy. This strain
shows up as {inefficiency}, which can cause you to lose some of your
$LINK<energy=43> production each turn.
^
The farther a base is away from your $LINK<Headquarters=100001> base, the more
inefficiency it will experience.
^
Inefficiency can be mitigated at all of your bases by making
social engineering choices which increase your $LINK<EFFICIENCY=130001> value.
$LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency.
^
Inefficiency can be mitigated at a particular base by building a
$LINK<Children's Creche=100002> there.
The formula used to compute the energy lost to {Inefficiency} by
a base is:
^
^Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8))
^
^Energy | Amount of energy produced by base this turn.
^Distance | Distance from $LINK<Headquarters=100001> base (16 if no HQ).
^Efficiency | Social Engineering $LINK<EFFICIENCY=130001> (+2 if
$LINK<Children's Creche=100002>)
^
^* If denominator reaches zero, ALL energy is lost to inefficiency.
{Bureaucracy} is the addition of extra Drones because a faction has
exceeded a certain number of bases. The bureaucracy formula works
as follows:
^
BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2
^
Where:
^Difficulty = Player's difficulty level (0 - 5)
^
Efficiency = Social Engineering $LINK<Efficiency=130001> rating.
^(Negative efficiency ratings are treated as 0 for bureaucracy purposes)
^
^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200.
^
^Note: BaseLimit is unaffected by $LINK<Children's Creche=100002>.
All I know about the allocation sliders efficiency, is that at paradigm efficiency, you can set them to whatever you want without penalty, anything above paradigm has no effect on the slider