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Correct.
So, why not altering your OP then?
The incentive to read a long monologue which is based on wrong assumptions wouldn't be very high, I assume. (I skipped the text after the intro to reach the end of your post in which you invalidated your initial assumption, which proved me correct in doing so.)
- They get flat income from acquiring tiles (and potentially eating them through the malanthropes)
- They can spam biomass and don't need to balance it out.
- Their second city is one of the fastest to come.
After about turn 50-60, Tyranids eco fall off drastically because most of their units are expensive.
Meanwhile other factions start seeing the benefits of the higher percentage bonus on tile.
They have largely stabilized building upkeep resources (usually energy), and can just pump out stuff like crazy.
Units and buildings that require a different resource for cost and upkeep are more economical than those that use the same resource for both. This is because you can get by on fewer resources with the former whereas the latter pushes you to expand to gather more resources.
This effect is less obvious in the early-to-mid game when units and buildings are cheaper but becomes more obvious by the mid-to-late game when units and buildings become more expensive.
Necrons are a good example here: all their buildings cost ore but require upkeep with energy, whereas all their units cost energy but require upkeep with ore. Even so the building upkeep is comparatively cheaper than the unit upkeep, meaning Necrons can get by on less energy than they can with ore - which they need large quantities of to both maintain their army and expand their infrastructure. Ore is thus their most important resource and should be the one they focus on primarily as they'll be spending heaps of it in droves by the late game. This is why they excel in volcanic tiles, hills, and similar areas that are ore-heavy. Also a good reason not to clear tiles with forests or ruins as they provide ore buffs.