Okay, I've got the game, and numbers, in front of me.
Starting 10 test games, it looks like you get 12.5 resource nodes in your home system. Half the tests had 12, half had 13.
The split between metal and crystal was pretty consistently spread out also with a min of 5 and max of 8 of each kind of harvester. I remember seeing a 9/4 split in one of my previous games, but 8 was the max that came up in the test.
I'm going to combine metal and crystal for simplicities sake and just deal with "resources".
Now, you do start with the same resource pool regardless of difficulty level (20,000 of each), but starting at difficulty 6 and going up by 1 with difficulty (2 @ diff 7, 3@8, 4@9, 5@10), you get Home Settlements which produce 25 metal and crystal each. So the 5 Home Settlements at diff 10 mean you have 125 more of each resource per second as compared to diff 5 with no Home Settlements.
Now, the reason I did all that, starting pool vs. generated resources.
Your starting pool is 40,000 resources, at diff 7 with 12.5 resource nodes, your income is 900 resources per second with Mk I harvesters. That means it takes only 45 seconds to generate another 40,000 resources and double your total resources available.
With Mk III harvesters in the same setup, it only takes 30 seconds to generate 40,000 resources.
Which means we have a perception issue, if it takes less then a minute to generate your starting pool of resources, the size of your starting pool means nothing it terms of the "netflix effect" that has been mentioned in the thread.
Rather, we are now talking about build times which is totally different subject.
And because I mentioned it up-thread, my "starting build":
3x Mk I FFs: 24,000x3= 72,000 resources
cap Mk I fighters (normal): 400x96= 38,400 resources
50x Missile Turret Mk I: 2,200x50=110,000 resources
for a total 220,400 resources, or five and a half times the current resource starting cap. At 45 seconds per starting resource cap, that is still only 3 minutes and 20 seconds to generate those resources.
Even if you are not as worried about me as defense:
cap Mk I fighters (normal): 400x96= 38,400 resources
cap Mk I bombers: 1,600x96= 153,600 resources
for a total of 192,000 resources, which is a little under five times the starting resource cap, so call it 3 minutes to generate those resources.
AI War games last hours, if we are serious about increasing the starting resource pool, I'm thinking we need to look at 100,000 metal and crystal. Even that takes only 3 minutes 30 seconds to generate under the diff 7 system with Mk I harvesters as I outlined above.
If the "game-start" lull is really that bad, I'd rather see us get a cap of Mk I fighters and bombers spawn on game start like our other structures do. That way we have an offensive fleet the second the game starts. It still leaves us with no scouts or scouted systems so I don't think it would be too broken.
Wow, wall of text time?
TL;DR: Starting resources need to go to 100,00 metal and crystal to have any noticeable effect on the game. (IMO)
D.