You're not wrong, Mandrake, except you kinda are.
Early game builds, it's all about speed, and max tech on engines is vital for some ships. Since that costs 4500 MC, we're talking a lot of taxing. Now, in a decent early empire, we're talking 30 worlds or so worth some development, and that usually means with what's lying around you've got a natural limit of five or six decent starbases before the Limit hits, with three or four builds only for each of the later ones.
Some of these are support ships, which is fine; a Merlin and a Neut can come from a cheap base, since neither really needs much for engines and guns. 4500 tech or a Humanoid; not awful. But massive warships, it helps if they've got good guns, engines, and tubes -- maybe not gold-plated, but at least something with some punch. So you're probably talking, at best, a dozen top-end ships per player.
(That's Classic. Priority Queue, maybe fifteen.)
Now, me, I like to have a big stack of Merlins and Refineries by the time the Limit rolls around. And, since I'm going to need them either way, I might as well build them sooner rather than later.
Early game, I'm not likely to have more than a couple full loads of supplies to convert on my homeworld. Which means I'm going to be towing that Merlin around and using it to generate minerals enough for starbase after starbase. Played properly and barring a war, a good Merlin Rush can have your empire at 50% starbases by the time the Limit hits. |