Xenotitan: Hm. I had assumed that that was how it worked in the first place. Fractions are not rounded down elsewhere, I guess. Might account for some of the things I noticed.
FaceUnderMask: Supremacy is hard because Firaxite is scarce and Optical Surgery is expensive. I confess that I do not know how to really play that right, or if Supremacy Game needs a buff. I'm trending yes, but I still have to test it post-patch. 4 cities = 16 unhealth + 0.75xPopulation. Base Health = 9, so exactly 7 excess, minus Health from Compensated Pop.
Clinic+Cyto+Pharmalab = 6 Local Health 4.5 + 4 = 8.5. Each city would have 1.5 left over after maximum basic Health compensation using basic buildings. 4x1.5 = 6, which is below the basic Global Health allowance. For 4 cities, there's an additional 4 Health from Magnasanti, allowing the Capital to be 12-13, with a second city at size 10 (and 2 at size 8).
The requirement to grow quickly requires aggressive growing strategy - Vivariums everywhere, food choice at every Quest, Refugees as Colonist choice. Of course, all the Health Buildings must be purchased or pre-built before the pop catches up.
Health allowances will be strict at this stage of the game, but 2 size 1 cities can be allowed for -8 total Health, assuming care is taken with the capital. Alternatively, you can work Biowells in the Capital after size 8 to generate more Health, while you tech Optical Surgery.
Aggressive Industry Virtue acquisition yields:
Labor Logistics: +10% to Production for Buildings
Commoditization/Central Planning: +1 Energy per Basic Resource or +5 Energy in Capital
Count your Basic Resources to make a sound choice
Standardized Architecture: +25% Production for Buildings already in the Capital (Purchased, usually)
Profiteering: +0.5 Health per Trade Unit
Alternative Markets/Independence Network: Prefer AM here, but dependent on how many Stations you've developed once you get the Virtue. With 2 Tier 3 Stations to target, AM is a no-brainer. Otherwise, go IN
Social Investment/Liquidity: Both future investment Virtues. Liquidity somewhat makes IN a competitive choice (you can only get Liquidity if you went IN). You'll be buying a bunch of Trade Units, after all.
Civic Duty: +0.5 Production per Population
Magnasanti: 1 Health for every 5 buildings.
8 Virtues to get to Magnasanti. You get the Synergy bonus: +10% Energy in every City.
It's nice to circle back and get the ones you didn't pick up the first time - Alternative Markets and Independence Network are both nice Virtues, and Liquidity is good for emergency army purchases and Trade Unit purchases.
Commoditization can be worth a later pick up if you find spots with lots of Basic Resources, but it's situational. Could go for Knowledge after Magnasanti if Health is favorable. The 2nd Tall Synergy for Industry is +10% Production per City. Might be worth picking up two extra Virtues in Industry for that.