Yeah, I don't know what's up with the singularities. I've received five or six stacks of 10 singularities. I used to fret over the loss of Cadavus because of gem markers, yet my limiting resources are food and monopols, not singularities. I'm kind of curious about what everyone's industrial production and resources are toward the end of this game. Though I know I just gained some at Absolution, Mainiac lost some, and Aqizzar lost with Palazzo gaining at Vril-ya. Margrave has been a big question mark for me. I have no idea what's going on down there.
I tallied up my total consumption and production, as well as my stockpiles. I (think) I have the largest economy. I wish I had had a couple relics, Cadavus, Tethys and Sutek. Mainiac was right to take those from me. My goal was to focus on industry and get to a point that I could attack on two fronts, down at Cadiz, and at Vera Cruz and get enough momentum to gain a few more planets and have an economy that couldn't be stopped. Never got to see it come to fruition though.
Food - consuming 5400, producing 6600
Energy - consuming 3100, producing 2500
Metal - producing 2500
Trace - consuming 1050, producing 1050
Exotica - consuming 120, producing 400
Chemicals - consuming 200, producing 450
Biochems - consuming 50, producing 115
Electronics - consuming 420, producing 1150
Ceramsteel - producing 270
Wetware - producing 100
Monopols - consuming 70, producing 330
Gems - consuming 70, producing 40
Stockpiles:
Food: 5,600
Energy: 20,000
Metal: 12,500
Trace: 14,800
Exotica: 11,500
Chemicals: 1,700
Biochems: 600
Electronics: 1,700
Ceramsteel: 1,100
Wetware: 320
Monopols: 350
Gems: 400
Singularities: 61
One thing I realized in this game is that stockpiling so much energy/trace doesn't make all that much sense. I figured I'd eventually get to use it all when I began to focus on industry, but I'm actually having a hard time using my raw resources because I'm only able to get an extra ten or so engineers out per turn, some of which are still building new resource cities, or forts, factories and starports.
Something else I've wonder about, in terms of min maxing, is building industry on a world without the resources to support it, letting the cities grow to 100% loyalty, then shipping in the raw resources. Typically one builds an industrial city and takes those several turns of penalty in terms of production. Of course sustaining this kind of strategy probably becomes a micromanagement nightmare.