no,
In MOO1, the Meklar's advantage was the ability to build 2 additional factories per planet, more than their limit. Everyone could research Improved Robotic Controls 3,4,5,6,and 7. For them (Meklar) Imp.Rob.Con.7 could build 9 factories/person/planet, instead of 7. For a population 200 planet this would mean 1800 (200x9) factories could be built on that planet, instead of 1400 (200x7).
A different system back then. A guess the closest similarity, would be permitting, the cybers to build an additional of each of the following buildings: Automated Factory, Robo Miner Plant, and Deep Core Mining.
Perhaps, just the 1st two.
I remembered playing the Meklar defensively. I would wait out the opponent. Forcing the opponent to attack me 1st, usually unsucessfully, or just stall, while I maxed out the number of factories/planet. Creating enormous amounts of production. That was the difference between the Klackon and the Meklar. The Meklar had to build factories to get their production, and the Klackon got it naturally, by just being a more productive race. This also made their planet (Meklar) more of a prize when captured.
In MOO2, everyone can build the the same number of factories/planet. There is no distinction between cyber and the other races, And thus this advantage is lost, making them weaker and not usually played as often.
.
Come to think of it, this lead to different strategies too.
The Meklar would construct fewer, but, huge ships.
The Klackon, hundreds of tiny ships and swarm you (like ants). Kind of a warlord like pick, in MOO2 terms.
Did I clarify that?