So without further ado heres my "mini-pseudo-academic" article

Opportunity cost and its implications in spring:
In many TAS mods there are two resources: metal and energy. The extraction or synthesis of metal requires energy for each unit of metal extracted. Thus in economic terms, the opportunity cost of the metal is the amount of energy you expend to produce it. This opportunity cost varies with both the map geography and the tech level, so to simplify things I am going to assume that either the map is made of metal, or there is no metal at all. Having varying amounts of metal around will skew our calculations as then we will have to take into account the scarcity of metal at any given time. We will also assume that the capital cost (the cost to produce the unit) of the electricity and metal producers has been recouped. Finally, we assume that the player will build the unit with the best energy to metal conversion efficiency available. By adding the amount of energy required to produce a unit to the opportunity energy cost calculated from the metal required to produce the unit you get the price in the unit in EPU (energy price units), which for the conditions noted should be about the cost of the unit in terms of energy.
an equation for this is as follows
C = E + MC
C = cost of unit in EMU
E = amount of energy required
M = amount of metal required
C = amount of energy needed to produce one unit of metal
To calculate C, you take the energy used by the metal producer you will use and divide it by the metal produced by it.
For example: on a metalless map a metal maker uses 20 e/s and puts out 1 m/s
thus C = 20 e/m
Say you want to build a bomber that requires 200 metal and 6000 energy.
thus:
C = 6000 + 20*200
C = 10000
This means roughly, if your had 10000 energy and a bunch of metal makers already built, you can build 1 bomber.
This does not only apply to metal makers though, metal extractors use energy too.
For example:
Say your on a "metal planet" map and you build metal extractors that consume 5 e/s but put out 3 m/s.
thus M = 5/3
M ~= 1.67
The EPU values can be used to compare similar units to see which one is cheaper under a given circumstance. The power of using EPUs is that you compare one value instead of two. For example, you could compare the EPU/HP and EPU/defense strength of two units to find which one can soak the most damage for your money. You can do a similar comparison with EPU/Attack strength. One issue is that actual values for attack and defense strength are hard to come by. HP can be determined by simply recording the maximum number on the health bar on units.
Although the EPU analysis technique has weaknesses, it can still be applied to real scenarios. There are many battles that take place on metal planets and metal-less maps. Additionally, many energy and metal producing units, especially the level one units, cost relatively little and quickly recoup the capital cost. Recalculations of C can be made during battles to compensate for increasing tech levels, as more efficient methods of producing metal become available.
comments anyone? Anything that needs explanation? Also I would be interested to know if anybody experiments with this and has any suggestions.
Edit: fixed some mistakes in variables