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The base ship count in a line is something that is constant no matter what (it's rolled at the start of the game), and any improvements to them from techs or tech doublings or whatever are applied on top of that.
So you can get techs very early on in and it won't affect things in any negative way. You'll get the same bonus as having done it later.
The ONE partial exception to that is doing the doubling of a ship line via that new hack. It doubles the base ship line amount, and some lines are better than others. So if you choose a worse ship line to double, it will be slightly less optimal than choosing a better one later on.
It's generally not enough of a difference to be worth the stress, but that's the one exception to the general "order of operations doesn't matter" rule of thumb.
Thanks for clearing that up.
Thanks!
Instead you should look at what's available and pick a selection of weapons and hulls that you can exploit well. Usually about 3 I hear is good on Diff 10. More as the difficulty drops. All your mkI ships will get upgraded when you get around to upgrading hulls of other ships that are mkV.
E.g. in my diff 7 game, I'm investing in 2 weapon techs to mkIII, and 3 to mkV. The 3 are fusion, melee, and generalist, and the other 2 going to mkIII are concussion and splash. I'm not ranking up any other weapon unless I get to my goal with extra science to spare. As such, I look in ARSs for ships that fit my needs. I've taken more of the saws that give you metal back, vampire claws, parasitic fusion bombers, Ion Disrupters, and Muggers. I took these not because of the high ship caps, but because they're more beneficial to my build.
I've also skipped a few fleets that didn't fit with my setup as well, and in my current fleets, of all the ships I have, only spiders are mkI.
Be smart about your tech and you'll go farther.