Lol RiddleKing, you are such a troll...first this:
and can make quick work of illums when microed even in a 11flak vs 15illums scenario (magical intuition).
I almost burst a gut laughing when I read this...just for the hell of it, I tried out that scenario, utilizing different micro strategies...best I could get the flak to do was kill 1 of the 15 Illuminators...I would love to see a replay of you beating 15 Illuminators with 11 Defense Vessels...
Now for the OP...
When it comes to planets, Terran HWs, moons, and uncolonizables (asteroid belt, space junk, gas giant) are the only planets to favor metal over crystal to any degree...everything else is essentially equal in that regard...
After player starts, wormholes, and pirate bases are allocated, random maps use "WeightedRandom" to fill in the rest of the map...using the entries under "WeightedRandom", the planet entity files, and an assumed average alllegiance of 90% (culture included), I estimate the ratio of metal to crystal to be 1.238...this took into account the average counts of each resource asteroid at each planet type, the difference in production between a neutral and non-neutral extractor, the probability of a given planet being spawned, and allegiance (which does not affect neutrals)...the 90% average allegiance was just an estimate...with culture, you are going to have 110% at your HW, 100% 1 jump away, and 90% 2 jumps away...quite frankly, the 90% average is probably an underestimate for an early game frontliner, but whatever...
If you wanted to look at just early game, then in fairness we should use the player start (terran HW, asteroid, moon, ice/volcanic) plus some additional planets...I'd reason that by the time you'd switch to illuminators (if appropriate given the enemy's fleet), you'd have anywhere from 1-3 additional "WeightedRandom" planets (including uncolonizables with neutrals) depending on the map layout and how pressured you are...
Doing that calculation, and again assuming an average allegiance of 90% (culture included), I estimate the average ratio of metal to crystal to be 1.31...
If you really want to see my calculations, I'll show them, but I feel then that I'd just be "spoon-feeding" you....anyway, here are the comparisons:
Ratio of metal to crystal for Illuminator: 1.09
Ratio of metal to crystal for Defense Vessel: 2.00
Likely ratio of metal to crystal income in early game: 1.31
Seems like buying crystal for the Illuminator is going to be a lot easier than buying metal for the Defense Vessel...
There are other expenses to consider, such as planet upgrades, other ships (Corvettes and LFs), planet structures (labs, extractors, frigate factories, repair bays, and beam platforms), and technologies (prototypes, colonization, culture structure, and some weapon techs)...of all those expenses, only labs and technologies cost more crystal, and you won't be getting very many labs or technologies that early in the game...compare that to the loads of planet upgrades (easily 2 if not more per planet), LFs (which are all metal, no crystal), defense vessels (2x as much metal as crystal), and tactical structures...I think you will find that your empire is in much more need of metal than it is of crystal, even more than the 1.31 ratio you can expect...if anything, the lower metal-to-crystal ratio of the Illuminator will come as a relief when compounded with all your other early game expenses...
Anyway, you entire argument relies solely on one idea: that due to market conditions and income, the crystal heavy Illuminators will actually be more expensive...
I don't believe your idea is even correct, but even if it were, Goa has already indicated the conditions necessary to make defense vessels cheaper than Illuminators...and even if those conditions are met, the cost difference between the two units is still going to be negligible...
You claimed that Defense vessels were "easier to roll out", which implies they are both cheaper and build faster...I have shown the exact opposite, that Defense vessels are more expensive and take more time to build...even if your crystal argument was valid, the cost of the units is still going to be comparable, yet defense vessels still will take 80% longer to build...Illuminators are easier to amass than defense vessels, end of story...the only situation that wouldn't be true is a situation where it is nigh impossible to get three military labs, such as some silly custom map that is entirely dead asteroids...last time I checked though, most skilled games are on random maps...
I have never said defense vessels are useless nor claimed you should build fleets that are 100% illuminators (spam implies a lot, not 100%)...in fact, many of my tests combined illuminators with their natural compliment, defense vessels...all I did was refute your claim that "Defense vessels are easier to roll out"...
This thread is 100% troll...Illuminators still require more metal than crystal, and at a ratio much closer to your likely metal-to-crystal income...FYI, most black market dealings early game involve selling resources, not buying...high metal units like LFs and Defense vessels will likely require selling of crystal, then buying of metal...Illuminators will likely only need selling of some metal, which is far more efficient...putting this into the context of other early game purchases that are credit and/or metal heavy, I find your argument completely ludicrous, and more proof that you just want to disagree with me because I'm me....