Redshift's Opening Strategy:
I agree with Bog Nug about 50% tech not being the best route. More important than your tech bonus is the raw amount of research your economy can handle. That means more/better planets and resources.
The key is getting a good start. You need to know your surroundings. I start my initial colony ship heading to the nearest sector with 4+ planets, and my survey ship in a different direction. The first colony ship only has 100 people on it, so it isn't too productive for colony ships right away, so I have it build a scout. If you're lucky, you can get a scout or sensor drone from an asteroid.
I set my economy sliders to 45-25-30, to crank out more colony ships. Once you find your nearest enemies, try to form choke points. In the early game they can usually only move 2 sectors with a colony ship. If you can fill up two sectors of 15+ planets between them and the rest of the star clusters. It's not always possible, but if you can pull it off you can choke them out of a large part of the expansion. If it's just going to be a free for all grab, try to monopolize the sectors with 3+ yellow stars, because one starbase can benefit all of them. Always race for any 26 level planets of course. Keep exploring, and keep an eye out for resources. I prioritize them as econ, morale, military as the most important (in that order).
Research I start with comm theory, univ trans, diplomacy and immediately switch to republic for the extremely important 20% econ boost. This allows you to push out the colony ships faster (and you even might find that you should tone your sliders down slightly if you find that your 100M colonies are popping out ships before they can get above 250M citizens. If you haven't had to hurry too many colony ships to fend off the comps, you can try to hurry diplomatic translators, and on normal, especially if you get a little lucky with unexplained anomolies, you can go for controlled gravity and the very helpful accelerators. On the higher difficulties I give up accelerators for lost and head for sensors, and what I consider to be the greatest wonder/trade good of the early game: Eye of the Universe. This thing works wonders throughout the entire game, and really helps you get a jump on the good resources.
Once it becomes clear that you won't be getting any more star systems, leave a couple stars producing colony ships to backfill your multi-planet systems, and switch most of your colonies to constructors, with a few building corvettes. In the early game 5-10 corvettes does wonders at keeping anyone but the drengin from being too eager to kill you. Once I can I try to build a battleaxe at every star in case the real noise comes. Switch your sliders around this to be more balanced, and build soil enrich, banking center, news network at every colony, and add fusion factory when possible. I ignore entertainment centers early, as I find that I don't need them.
Grab as many of the resources as you can and once they're all taken stick a defensive module in each (just one for now). If you got any of the one's I mentioned above, put a mining module or 2 in, and then start working on your two sectors with the most planets (or sol and one sector, even if sol only has 2 yellow stars). Put one def module and max our your distributers and mining upgrades. If you think war is coming, and you have a good idea of from where, put a couple military upgrades in a strategic system, cause even those corvettes can do some damage if they have +6 to attack. At this point in the game I have about 1/3rd of my colonies building battleaxes and the rest constructers, on a rotating basis (I usually only build one battle axe per star, but sometimes make exceptions for Near Drengin Systems)
Once you have beefed up your two best systems, star working on your next two, and also add a second or third defensive module to your resource bases. The other civs are going to have battleships by now, so trade for them if you can, or better yet, jump straight to dreadnaughts via a juicy trade. Put about 1/3 to 1/2 of your colonies making dreadnaughts or battleships and consume any enemy you find tasty. Keep building starbases until every sector that has 3 or more colonies (could be 3 in one star) has a production bonus, and don't neglect the defensive modules. I find that wars are a lot easier if a few enemy ships break themselves attacking a fortified starbase. I tend to go for bigger before more on starbases, although I understand this isn't everyone's approach.
If the war comes early, despite your best efforst, concentate on repelling the invaders and then try to get peace. Hopefully your enemy will have more than one war going and you can get peace back once your military looks impressive enough (calculated by total attack value I believe). I don't fight aggressive wars until dreadnaughts usually, and hopefully with a military resource or 2, although we can't always get what we want.
Be ready to swoop in and take resources that are uncovered by wars, and update your build queue whenever you get a good social structure. Get 2 super-producing colonies with Manufacturing Capital and Hyperion Manufacturing Center and use them to crank our trade goods and wonders. If times are peaceful don't max out spending, so you can build a treasury reserve for a rainy day. Build trade routes with one or 2 key partners and litter the route with trade upgrades.
That's about it, although I'm sure I missed something. Like you can usually get away with refusing extortion once. Good Luck!
Redshift