Thanks guys, just didn't want to think I was missing anything with the morale branch.
Maybe I didn't play long enough, but I didn't see the Korx having any race-specific buildings, either. I found them pretty flavorless. Their 'Super Ability' also seems less super the longer I think about it. It's not too far into the game where everyone at least knows Trade.
They do have some race specific buildings such as the Mercenary Academy and the one that makes trade routes not be destroyed. But they don't have some of the total replacements for things like factories and such. Neither do the Arceans if I remember correctly.
One of the other things they have unique are several starbase modules. I've found their strength besides trade is in starbases. And of course you want lots of economy starbases with trade modules on them including their unique extra 25% module along your trade routes and use their super powerful attack and defense modules (which are unique to them) to protect those starbases. That along with their +50% trade income ability they can really rake in the money (which I'm actually using to lower my taxes to combat lower morale right now). Those attack/defense modules really do rock, in a recent war my starbases could survive quite a few attacks by fleets before finally falling. Thus allowing me time to counter attack in most cases before that happened.
It is actually quite powerful to know all 3 trade techs at start. Why? Trade of course. And what I mean is this: Keep an eye on the other empires and when you feel they are close to getting trade themselves trade it around to everyone. Every AI values the Trade techs highly and will pay for them. I used this even back in Dark Avatar days to get a bunch of techs or treaties from all the AIs and minors. As the game goes on keep an eye on the AI getting the Advanced Trade tech and again do the same thing before they get it or do it once one of them gets it.
So in other words their advantages that I see are this:
1) All 3 trade techs at start. Allows great tech trading opportunities.
2) Maximum trade routes available at start. As soon as the colony phase is over (or even better before it's over) you can get a jump on "the economy crash" by getting trade income going early
3) That trade income is enhanced by 50%
4) Powerful starbases and making trade starbases only enhances their income opportunities
5) "Mars" planet starts out at class 8.
Their big downside seems to be lack of morale at start other then the basic morale building. Counter this by lowering taxes, trading for morale techs or get a morale wonder. Morale resources with your super starbases could be huge.
Another downside is being super evil and thus good races won't like them and they will have a harder time in diplomacy over time with them. Unless you don't want to go to war eventually you can counter this by sending a lot of trade routes their way or buying your way to neutral.
All in all I really like the Korx so far.