I am playing klackons, 5 opponents, and on hard and impossible is where I run into trouble. I can eek out wins if the enemy doesn't run away and keep themselves in check. Problem is at least half the time the psilons or silicoids will just dominate the galaxy, they'll have around 20 planets, I'll have 10 or so and everyone else like 5 cus the lesser races always suck at expanding like human, mrrshan and bulrathi. Average I can win always, just depends on how long it takes.
I recently rolled up a game at Huge / Hard / Five Opponents and ran into the Psilons on Turn 38 and they already had 8 Planets. I do not know how many Colony Ships they start off with.
My strategy for winning is usually
-Max factories out on my home world.
Uh....
Maxing factories prior building Colony Ships is not so good, as it slow you heavily, and keep population low.
Darza has it right. Claiming systems earlier is just better. You do not have to feel obligated to have 2 factories for every citizen. In the early game, the right time to build a colony ship is if there is a system to be colonized.
If there are more than one, then you can build some factories in between colony ships so that you can build one every 6 turns or better, perhaps.
On huge I do not need to build any extra scouts because there will be plenty of planets uncontested close by. I don't really care if I explore the whole map if I can't colonize it anyway.
My conversion process is still ongoing. I still do not produce enough scouts. You need to go through a conversion process also. In the early part of the game, you should have at least one scout for every system within scouting range that you or an opponent does not control Yes, scouts cost money to build. And yes, scouts cost money to maintain. And yes, the 1BC maintenance seems to get rounded up on every world you control and really costs 3BC or more and that can be used to build up factories. But......
1. Knowledge is Power. You see your part of the galaxy earlier. You can set up your near-term objectives sooner. Think of the BC's as an investment in information.
2. Your opponents start off with a bunch of Colony Ships. So if your Scout ship is there first, the Colony Ship gets sent home instead of building another colony. In the best case, you get to colonize the world. In the worst case, your opponent has to come back with armed ships to claim the system and you slow them down.
3. You send their scouts home and your opponent does not get to scan the system. So when you colonize a system your opponent has not scanned, they cannot send transports to that system.
4. You might beat your opponent to an Artifacts world and claim the free technology. If this happens, you have certainly paid for your investment.
-Expand aggressively to 6 or so planets ignoring poor and hostile ones.
Building the factories first is not expanding aggressively.
There are a few stages of expansion. The first is how many systems you can claim without any extended range. There might be a pause for researching the extended range. Then continue expanding until reaching an opponent. Build a spy network quickly and see if he can reach you. Then expand in a different direction and reach another opponent. Finally you run out of free planets to grab and you have to figure out how to defend them.
-New planets also max factories, transferring colonists between as necessary.
You can also have these planets staring on research. Deuterium Fuel Cells comes to mind. Being Klackons, the new planets are productive almost immediately.
In the mean time I'm letting Kholdan hit max factories before building anything else. I feel like to take advantage of the klackons production it's best for setting up factories fast.
There are many ways to take advantage of this. That is why the Klackons are such a good race, if not the best.
Once Kholdan hits ~75 pop I'll start shuttling colonists off it.
This is a pretty good compromise for the mid-term. For a while I have been picking a number of factories to build, like 99, 119, or 139. We can bleed off the extra population to other colonies.
The tech choice ends up being just one fuel cell, the range 5 one for 1250 which is not so good, I'd rather get the cheap range 4 and leapfrog to range 6 but so be it.
You should be able to get anywhere with Range 5. You should not need Range 6 unless there is no choice. I find Range 4 or Range 5 a tough choice - and I make that choice based on the map. There was a game I was able to get everywhere on Range 4. So you can research your tech and if you get Nuclear Engines, then eventually your ships will move faster. Otherwise, you can just move on.
Here is another trick you may or may not know. If you research Planetology 3 and Construction 8, then you will be able to build Large-size ships with Standard Colony Base. (I think my numbers are correct - It is not very much technology.) So with this and Hydrogen Fuel Cells, you can send Colony Ships 7 Parsecs away.