I once spent three hours compiling detailed statistics on units in an RTS game so I could have the best possible units at per resource spent.
Believe it or not, I did something like that before. I took info from a faq of time it takes to build something or upgrade in Age of Empires 2, recorded the costs of each thing (including the # of villagers on the job variable, where speed is concerned (12-16 villagers working on a wonder is the most efficient; more would be a waste of work/farms. Otherwise, 4 villagers maximum per-building. It's the most efficient, and you'll churn buildings and armies out the whazoo in no time. Speaking of which, control and production-wise; 4 of each building type is most efficient for massive army building)), and compiled the data into a spreadsheet, along with a makeshift calculator that you can use with it to get hypothetical data, accurate to within a second, and exact cost. I think I also allowed for multipliers, so you can adjust according to your race. More manual application though, so it wouldn't make too user-friendly of a program/spreadsheet to use. However, I got my optimal villager per-building count down to maximize production speeds, and also getting my optimal times-per-units, so I can even keep track of my squad production rates. I quickly became a nightmare for my siblings (besides my brothers, which are killing me badly on SupCom, and any other RTS. My sisters, who do somewhat/sometimes play otherwise, find me just as relatively difficult, but they weren't half-bad either.).
I did something similar for my game of Starcon 2. Had data from last unfinished playthrough, and made a hyper/quasispace calculator that gives me the time it takes to travel from one coord to another, and can also factor in qusispace and it's effects (meaning, it'll also highlight WHICH gate is the most efficient path to my destination), and what rainbow worlds I collected, which homeworlds and special locations exist and their coords, and used that data from my last playthrough to optimize my playthrough. I also had another calculator that kept track of all modules I had installed on my ship, and just recently included accumulator cells that keep track of my RU/Credits gained/spent, crew and fuel lost, even the amount of landers lost. This became a quick, yet satisfying, adventure so far.
I seem to make some rather OCD mini-projects (usually spreadsheets, with some style too (SEE: Starcon2 spreadsheet)) for some of my games; to the point they can be used for LPs as statistics, or optimizers to speed up a game that's taking too long by gameplay, but not story; or simply, helps your game (like maximizing my fuel, and helping me pick some of my battles, and lead like a responsible captain). Cheat Engine really helps for other factors too. After having my fun messing with the values/variables, I started using them as stats. Like more exact fuel measurement, so I am accurate with a starmap and fuel cost by the pixel or hundreth of a unit (Lander missions, and EXACT distances). So when I screwed over the Druuge when I drained their fuel tanks dry, I was thorough about it. My ship arrived without even fumes in the tanks,
ALL 16 OF THEM (17 if you include the 10-unit reserve tank). Fun fact: I have yet to break even on that profit in my game, and I don't intend to. Simply, I have yet to spend as much fuel the entire game as I stole from them. I checked my chart just now. Total fuel
gained stolen/spent: 1610/1477.66 (and at 20RU per-unit of fuel, 32,200RU/
29,553.2RU. Wow.). Near endgame, I can do this.