Here is how I set up all my games.
Custom Race
Home System - Lv16 Planet
+2 Racial Traits
(25%) Production, (20%) Clever, (20%) Economical, (25%) Capacity, (+2) Fast
+1 Racial Traits
+1 (15%) Influential, (+1) Content, (10%) Fertile, (10%) Militant, (15%) Farmers
-2 Racial Traits
(-25%) Traders, (-25%) Popular, (-25%) Courageous, (-25%) Resilient, (-2) Likable
With this set up I get a good bonus to production, research, growth, ship space and faster ships. The negative traits are useless to me in my play style. I only send out trade ships to build up relations with aliens I want on my side. The negative planet defenses are worthless because I rarely let an AI get near a core planet.
Racial Abilities
Patriotic – Immune to large empire penalty (I like large empires)
Intuitive – Free research (Huge starting bonus)
Iconian Tech Tree
I like this because of the bonus to capacity, ship regeneration, and colony management. This fits my play style of building an empire while researching techs to build and maintain many fleets.
Turn 1
Racial Ability Intuitive Picks
Interstellar Travel, Transportation Specialization, Precursor Traditions, Xeno Industrialization
(These picks give me the ability to build a constructor with three modules and a specialized colony ship. The ship has 6 interstellar sensors, 4 environmental supports, 1 Hyperdrive, and 1 Colony module. These are my early game sensor barge with a colony module as an add bonus.)
Home Planet – Rush lv1 research building
Economy – Set to 100% research (You bought a building nothing to put production into)
Research – Planetary Improvement with the goal to get to Xeno biology for a growth bonus early game
Ships – Scout closest stars to look for a planet and colonize the first Lv9 or higher planet. Once you find a planet select the pragmatic choice. Select Constructive Ideological trait and upgrade the 3 free constructors to the specialized colony ships
Shipyard – Move the shipyard so it is within 6 tiles of both the home and colony worlds
Turn 2
Home Planet – Rush lv2 research building
Economy – Set to 100% research (You bought a building nothing to put production into)
Research – Enhanced Production (should have completed Planetary Improvement)
Ships – Continue to scout and look for anomalies. You should have found a planet to colonize by turn 2. If you have upgrade the free constructors to the specialized colony ships.
Colony Planet - Rush lv1 research building
Turn 3
Home Planet – Rush a second lv1 research building
Economy – Set to 100% research (You bought a building nothing to put production into)
Research – Enhanced Production (Goal is Xeno Biology)
Ships – Continue to scout and look for anomalies. The 3 upgraded colony ships should be ready and a large section of the map around your home planet should be visible. Locate two nearby planets, I look for lv12+ and send 2 of your colony ships. Goal is to get two planets colonized and select the Outreach ideological trait for another free colony ship)
Colony Planet - Rush lv2 research building
Turn 4
Home Planet – Rush the second research building to lv2
Economy – Set to 100% research (You bought a building nothing to put production into)
Research – Enhanced Production (Goal is Xeno Biology)
Ships – Continue to scout and look for anomalies. The 3 upgraded colony ships should be ready and a large section of the map around your home planet should be visible. Locate two nearby planets, I look for lv12+ and send 2 of your colony ships. Goal is to get two planets colonized and select the Outreach ideological trait for another free colony ship)
Colony Planet - Rush lv1 factory
Turn 5
Home Planet – Rush lv1 factory
Economy – Set to 100% research (You bought a building nothing to put production into)
Research – Enhanced Production (Goal is Xeno Biology)
Ships – Continue to scout and look for anomalies. The 3 upgraded colony ships should be ready and a large section of the map around your home planet should be visible. Locate two nearby planets, I look for lv12+ and send 2 of your colony ships. Goal is to get two planets colonized and select the Outreach ideological trait for another free colony ship)
Colony Planet – Rush a second lv1 factory
Turn 6
Home Planet – build 2 factories, 1 farm, 1 hospital, and terraform the best tile
Economy – Set to 60% research, 40 % production with slider bar 100% to social building. Then go into the planets that are sponsoring the shipyard and set this to 50/50)
Research –Xeno Biology
Ships – Continue to scout, look for anomalies, and colonize with your remaining colony ships
Colony Planets – build 2 factories, 1 farm, 1 hospital, and terraform the best tile
You should have a combination of 6 planets and or colony ships. You should have 7 researched technologies. Your economy should have around 50-60 research and 25-35 production points. Your wealth should be about 500 and losing about 4-8 credits a turn. Do not worry about the income your flagship will survey enough credits to keep you going for a long time, if not put about 5% into wealth.
After the first 6 turns I focus on getting my area locked down with planets. I select all pragmatic choices unless it’s the 1 tile bonus. My goal is to reach Inventive (lv3 builder pragmatic trait) and start setting up mining Starbases. What is nice is you can build the constructor with three modules and can make 3 Starbases with lower cost than building 3 single module constructors. When I look for a sweet spot I always think the starbase radius as +2 because I unlock that Age of War tech as soon as I can.
For technology I work on getting Universal translator, Xeno commerce, supportive population, Manufacturing specialization, advanced construction, and as soon as I am able support field mastery to give +2 radius to Starbases.
Diplomacy I normally trade a few strategic resources for all the techs I am missing. I almost never use any of them in the first 50 turns and you get them back after 50 turns. The only one I use early is Promethion for ship drives. Much later I use Durantium and Elerrium.
This should give you a very good start.