But would I be likely to earn more points by setting tech to 0% and instead producing more ships which can be put under the effects of the military starbase array? I know I could figure this out by experimentation, but I'm hoping somebody knows the answer already.
Tech spending is one of the four components of score but as far as I've been able to determine it's really the weak sister of the four.
The quick answer is that if by taking money away from tech spending you can cause an equivilent increase in any of the other three components of score (population, income or military rating) then it is in your best interest to do so.
Basically I think this is directly related do to the scale of the values that can be achieved in each of the four components. I spent a number of games early on with a very strong focus on tech spending. I'm sure that I have achieved levels of tech spending that no one else has come close to and the resultant tech score was very disapointing. To give you an idea of the levels I went to I once created 6 separate PQ32 tech planets in a single game each surrounded by 16 economic starbase arrays and the level of tech spending that I achieved per turn was in excess of 200,000 RP's per week. I would have to guess that an ordinary gigantic abundant all type game using an all-factory strat might achieve tech spending levels of around 20K per week if that.
When I speak of the scale of the components of score note that my 200K RP per week research spending compares to my 1.6M BC per week income, my 10~12 million military rating (using 24 military SB's and 17~25K ships) and my 7~8T population. On the assumption that these are all "to scale" you can see how anemic 200K research is compared to 1.6M income or 10M military rating.
One important key to notice is the "wrap" that occurs in the timeline graphs. This can be seen in the timeline graphs for population and military rating under the civilization manager. Note that these same graphs can be displayed at the bottom center of the main screen and if viewed there, there is no display wrap. If you haven't noticed this wrap then perhaps you've not had high enough populations or military might.
The population "wrap" occurs at about 6.2 Trillion population. If anyone is familiar with an exponential growth curve (or an RC voltage curve, same thing) then what you see is the gradual rise in population that slows as it approaches it's asymptotic limit. As this curve reaches the 6.2T limit it instantly drops back down to "zero" and then continues on the same exponential path only offest by about 6.2T.
I have seen precisely this same behavior in the military rating timeline graph only instead of it occuring at 6.2 trillion it occurs around 6 million. Also if you're good and can achieve a military rating in excess of 12 million you can see that there is a second "wrap" that occurs at 12 million as well. Note that I've never seen a comparable wrap on either the income or the research curves.
It's my supposition that a population of 6 trillion would generate a comparable score to an income of 6 million per week or a military rating of 6 million or a reseach spending of 6 million. This is what I mean about scale. Again all this is assumption on my part but if the best possible performance you can get on research is 200K per week how valuable can that be if this is ranked on the same scale as 1.6M bc's per week or a 10M military rating.
The component breakdowns of my scores seem to bear out these assumptions. I can get 1 wrap performance on population, double wrap performance on military rating and no wrap on either income or research. Also it seems that all components are scored logarithmically, that is to double the score you need at least four times the value or in other words linear increases in score require exponential increases in value.