I can do some more planning now that I have a tech rate estimate, and more specifically, I know that it won't get over 25,000 bpt in 20 turns.
So, when I get to Fusion (in less than 20 turns), I have 4 techs left (Sat, Comp, Gen, Ecol)
142,000
That will take at least 6 turns. Therefore, I have this much time to build the parts:
Engines: 7t
Docking Bay: 5t (or 6t)
Casings: 4t
Stasis: 2t
LifeSupport: 1t
But, Ecology is 30K and Genetics is 38K, so there is a good chance that I could swap those and squeeze out Ecology 1t after Composites. Like this:
Casings: 4t
LifeSupport: 3t
Stasis: 1t
The 3t is important because it means you can do one huge OF into the part, then finish some other pre-whipped build like Nuclear Plant and dump that OF on turn 3.
Life Support becomes much easier, but Stasis becomes harder. Not a whole lot harder than it already was tho.
The swap also makes
Recycling Centers (900h) available for whip overflow, but it's a bit late. Could be used for Stasis tho.
Note that the engines can now do 4 OFs
Lab, NucPlant, Cathedral?, ?hospital or wonder?
Docking Bay also got easier at 5t, allowing 3 overflows.
Recall: on normal speed, you'd be doing 1 tech per turn and have to finish DockingBay in 4t.
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I feel like the only danger in my plan is if, for example, I'm just like 1,000 short of Fusion. Then get it with 20K+ overflow. None of the 'times to build' change
except Engines now have only
6t instead of 7t.
so I'll have to try and plan for 6t. bummer.