Wow everyone, thanks for the very thoughtful responses. This is actually an issue that my fellow gamer friends at work and I have been debating for a long time. Read on:
Carbon - To me Empires at War was a major disappointment. The space battles were good but the land battles were abominable. But I suppose that's a subject for another forum. ;o) I can see though that Empires at War is an example of a game where the resourcing model does not work well.
Annatar - Excellent points Annatar. To borrow from what Winston Churchill said about democracy, "The unlimited resource model is the worst strategy gaming economic model there is, except when you compare it to all other economic gaming models." lol But seriously, I agree that heavy resource restrictions would probably not work well with SINS.
Ubersmake - Great points there. If I understand you correctly, although as a general rule smaller empires are at a disadvantage, there are some things that can mitigate this like map choke points and rare resources. Speaking of choke points, there were one or two SINS games I played where I thought I had the bad guys bottled up only to find they had colonies on another part of the map. Guess they must have snuck past me while I wasn't looking. And I suppose you are right in that the only RTS scenarios that are not races for the resource points are the ones that are heavily scripted (like Starcraft) or all those WW2 RTS's like Frontline or Code Name: Panzers.
Hin - Again excellent points echoed by others. I can see that SINS is such a well-designed game that the player has allot of options in dealing with bigger empires, like getting the pirates to do some of your dirty work.
Cykur - You make very good sense Cykur. For one thing I can see that in a game like SINS nothing is 100% and there are no absolutes. Concerning preventing big inefficient empires from becoming big efficient ones, I wish there was espionage in the game so that you can tell their technology level. Also, although I agree with someone else who said that buying from the black market can be inefficient, perhaps that part of the game needs some more tweaking as you suggest. Also, the way I see it, the big, big advantage of big empires is that smaller ones reach the limit on research once the maximum number of research stations have been built. Can you destroy existing structures to make way for more research stations? I've hit this ceiling several times in playing SINS.
Thanks again everyone for the great feedback. If I didn't know any better, I'd say at least some of you are game designers or experienced software developers.

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