There is no eco spot on a FFA or a 2 vs. 2...everyone has to have a military, EVERYONE...on a 3 vs. 3, at most 2 players will be eco, and odds are that won't be the case...you're not wrong about eco players, but I'm not interested in eco playstyles right now...
We are all in agreement that TEC will most likely be buying, not selling resources...I am looking at the Advent and Vasari, who are more inclined to sell resources than a TEC faction...
We also are all in agreement that in the early game, selling resources is very common for all three factions...
Darvin is arguing that once you get to a trade-based economy, it is highly unlikely you will be selling any resources...and if you are, it is likely only one resource you'll be selling due to a metal/crystal imbalance...I agree with Darvin that trade-based economies induce buying, not selling...
My point is that, in my game experience, trade-based economies on the level that Darvin is talking about are not common in close games...if a player reaches the tipping point of becoming a trade-based economic behemoth, then one team has lost heavy ground, and the game is likely already decided...
In a 2 vs. 2 on a medium/medium large or a 4 player FFA on medium, if you have a trade-based economy then you are dominating the map...the longest trade route I have ever seen before the opposition surrendered is nine (medium large)...this was a TEC player who took half of an enemy's territory (about 4 planets) and put trade ports on his dead asteroids...by this point the game was over since the opposing team was immensely outdone economically...
Trade-based economies are a mid to late game phenomenon...in the game types I am talking about, if the game has lasted this long then it is in a stalemate, and high level research becomes very important...
As Advent and Vasari, you are more inclined to research high level military technologies since you cannot compete with TEC industry...you are right to have only 3 or 4 military labs for TEC, but that is TEC, and you were talking about an eco position...Vasari, and especially Advent must improve the quality of their ships...
The result of this is that, yes, you will likely have 16 labs (at least 14 or 15)...on a medium map, each player will probably have only 5 real planets (likely around 20-25 logistic slots) and on a medium large, each player will likely have 8 or so (40 or logistics with good planets)...by the mid to late game (where economies can turn to trade-based), many logistic slots will be taken up by research labs...this won't affect the length of your trade route but it will hurt your total trade income...
Though you are right in that culture is not necessary at every gravity well, spreading your culture too thin can backfire...wormholes and soft-choke points can allow offensives deep into your territory...if your culture is too thin, a marauding fleet with a capital ship or two can break down your culture temporarily, preventing you from getting cultural bonuses...I usually have at least one culture facility at every non-asteroid planet for this very reason...
With many logistic slots filled with labs, culture facilities, and factories, you won't have more than one or two trade ports per planet on a medium map...on medium-large, you might get lots of trade on terran and desert worlds if you have several of them...but on a larger map, you will also need to have more culture on the frontlines and more factories...trade will be better on medium-large, but not dominating unless you are a superpower...and as I've said before, if you're a superpower then the game is likely decided...
As for culture on starbases, I can only see this being viable in the late game...early on, starbases are hard to kill but not impossible...if you invest in two or three culture upgrades for your starbase, that's 2 or 3 less combat upgrades...assuming you max defenses, you are going to have only 2 upgrade slots for military use if you fully upgrade culture...even if you put meteor storm on that starbase, three non-combat slots hurts your military potential...
If you first invest in culture upgrades, the starbase is weak...the enemy should recognize the culture surge and quickly wipe out the weak starbase...if you invest in defensive upgrades, then culture, the starbase is stronger but your enemy has also had more time to prepare...if you invest in 5 military upgrades before culture, you have given your enemy a lot of time to counter your starbase...and by this point odds are you are getting to the mid or late game, where starbases can be taken out fairly quickly with ogrovs and/or bombers...
I will admit that culture starbases are very effective at goading your enemy into an offensive...but as a general rule I'd say they are a risky investment if they're up on the front lines...using starbases with culture instead of culture facilities does upon up more logistics for trade, but that is a huge investment and would only pay off in a long game....