Ok this strategy i've become quite fond of, because, in my time playing, it seems to advace your faction the fastest.
So you start with your HQ base, and, then make 8 bases around it, as close as possible, 1 square distance.Then make even more bases around that cluster. I usually stop at 21 bases , as it makes a nice simetical cluster, but by no means does it have to be simetrical, or stop at 21 bases.
1) every base gets recycling tank first, then after ~4 bases start making designated command center bases 4, 5 of them. These churn out plasma steel sentinels or synthmetal rovers non stop, to provide each of your colony with a police unit and basic defender. Later on 2 or 3 X impact rovers.
2) the total number of bases should be done before the first 100 turns.
3) Make nothing other then rec tanks, command centers. (For now).
Make LOTS and LOTS of formers, depending of land size i go with 20-35 land formers. Roads sensors mines farms forests etc
4) Do not let anything get near your base cluster. Thats where the formers come in, at the edge of the cluster make 2 squares of road and sensors, if anything gets near, do not hesitate, go in with the X impact rovers and blow it up( yes its early game, nothing better then x impact)
5) Expanding at sea slows this strategy down but, at sea many formers are not needed 5-10 sea formers should be enough.
6) POLICE STATE. Screw clean reactors, screw them with a vengeance, +50% cost increase and It's B5. By the time you discover that, 30 plain formers have already finished terraforming everything ahhahaha!!
7) You will have huge support space from your bases. I use the extra support to organise worm hunting units( trance synthmetal rovers) for energy, and if green economy is available, mind worm capture.
8) How do you make secret projects. Well, the base(s) you choose to make projects give them priority over the resource squares, let them grow(not make colony pods from them) and when available designate lots of crawlers to them. I usually just use my HQ base for this.
The problem with crawlers is that your bases eat up every last square, you might need to organise an area on the edge of your base cluster for the crawlers, and send defenders!
9) When you finish making all the formers and patrol units and worm hunters and everything, make Network nodes, Biology labs, and if necesary rec commons. Stay away from research hospitals(your bases do not have energy for that)
10) when Air power is discovered, all bases start making airospace complex (or if you are optimistic go for cloudbase). Defend colony cluster with nerve gas deep radar Needlejets and interceptors.
INTERCEPTORS(air superiority) actually INTERCEPT attacking air units in enemy turn, how cool is that?
11)when orbital enhancements are available, sky hydroponics labs will make your bases grow,(ah but no squares available for the drones to work) Specialists, especially engineers. After you get lots and lots of engineers, things start to get discusting.
Tech every 1 turn(even on large planets), Build with priority to Energy banks, fusion labs , tree farms, then everything else.
Morgan is especially good with this, i've managed to start orbital enhancements with him after 140 years, on a large plant. Because every morgan base square gets 4 energy, and you have a LOT of bases
Also, this is easy to defend, because its a relativley small area.
So you start with your HQ base, and, then make 8 bases around it, as close as possible, 1 square distance.Then make even more bases around that cluster. I usually stop at 21 bases , as it makes a nice simetical cluster, but by no means does it have to be simetrical, or stop at 21 bases.
1) every base gets recycling tank first, then after ~4 bases start making designated command center bases 4, 5 of them. These churn out plasma steel sentinels or synthmetal rovers non stop, to provide each of your colony with a police unit and basic defender. Later on 2 or 3 X impact rovers.
2) the total number of bases should be done before the first 100 turns.
3) Make nothing other then rec tanks, command centers. (For now).
Make LOTS and LOTS of formers, depending of land size i go with 20-35 land formers. Roads sensors mines farms forests etc
4) Do not let anything get near your base cluster. Thats where the formers come in, at the edge of the cluster make 2 squares of road and sensors, if anything gets near, do not hesitate, go in with the X impact rovers and blow it up( yes its early game, nothing better then x impact)
5) Expanding at sea slows this strategy down but, at sea many formers are not needed 5-10 sea formers should be enough.
6) POLICE STATE. Screw clean reactors, screw them with a vengeance, +50% cost increase and It's B5. By the time you discover that, 30 plain formers have already finished terraforming everything ahhahaha!!

7) You will have huge support space from your bases. I use the extra support to organise worm hunting units( trance synthmetal rovers) for energy, and if green economy is available, mind worm capture.
8) How do you make secret projects. Well, the base(s) you choose to make projects give them priority over the resource squares, let them grow(not make colony pods from them) and when available designate lots of crawlers to them. I usually just use my HQ base for this.
The problem with crawlers is that your bases eat up every last square, you might need to organise an area on the edge of your base cluster for the crawlers, and send defenders!
9) When you finish making all the formers and patrol units and worm hunters and everything, make Network nodes, Biology labs, and if necesary rec commons. Stay away from research hospitals(your bases do not have energy for that)
10) when Air power is discovered, all bases start making airospace complex (or if you are optimistic go for cloudbase). Defend colony cluster with nerve gas deep radar Needlejets and interceptors.
INTERCEPTORS(air superiority) actually INTERCEPT attacking air units in enemy turn, how cool is that?
11)when orbital enhancements are available, sky hydroponics labs will make your bases grow,(ah but no squares available for the drones to work) Specialists, especially engineers. After you get lots and lots of engineers, things start to get discusting.
Tech every 1 turn(even on large planets), Build with priority to Energy banks, fusion labs , tree farms, then everything else.
Morgan is especially good with this, i've managed to start orbital enhancements with him after 140 years, on a large plant. Because every morgan base square gets 4 energy, and you have a LOT of bases
Also, this is easy to defend, because its a relativley small area.