2320: Raise propulsion spending.
2321: Micro eco slider, construction is unlocked and the only choice is Improved Industrial Tech 9. I intend to raise the factory count on Sssla to ~130 (60%) so that new worlds can be quickly filled with population.
2322: Micro eco slider.
2323: Don't mind the turn logging it's just so I keep track of how many turns I've played.
2324: Range 4 pops at incredibly long odds, I didn't check but it was 0% the previous turn and with only 22 BC/turn it can't have been higher than 2%. I didn't have scouts ready

. Next up, Range 6, the only choice. I turn off research into propulsion and since I end up investing only 6BC this turn (due to training scouts at 2nd world) I decide to unlock Weapons and Computers.
Some scouts "shuffled" out to further worlds, especially the ones on asteroid systems.
Oh yeah I ended up sending 38 pop to Rigel (size 60) using the logic that pop is cheap so may as well ramp up it's factory growth curve.
2325: Computers ECM1, Scanner, CompII, I choose ECM1. Weapons, Hand Lasers and HyperV, I choose lasers.
To be honest the other tech choices don't excite me much so I put 100% into Planetology. Death Spores, now THOSE are exciting!
2326: Start a new colony ship at Sssla, due in 5 turns (hoping this is not "zomg you're ******** for not maxing factories" situation

)
2327: To the west, scout Stalaz a size 55 Arid. Near the middle of the map, Kulthos, a size 100 Terrain, but Ultra Poor. I'm not sure what kind of priority to put on that planet especially since we can't invade, but I decide I'll colonize Selia and assuming that brings Kulthos into range 4 then we can colonize it, probably send some popguns.
2328: A scout stumbles across the Meklar Homeworld, it's in the "Dead Zone" to the south-west, also to the south west, at range 5, is Vox a size 65 Ocean (it looks to be about range 7 from Meklon). The yellow to the North is a Size 20 Tundra.
2331: Colony Ship complete, sent to Selia. Also queue up a couple of scouts at our 2nd world for some scoutage of the worlds which Selia unlocks.
2332: Size 40 Radiated discovered to the North-West.
2335: New colony Ship completed, I'm still not sure if the size 100 will be in range4 or not so I send the new colony ship to Proteus.
2336: Selia (30) founded, I send 20 pop to it.
2337: Bulrathi Ambassador drops in for a surprise visit. They reside to the South and their expansion Northward met with ours coming Southward. Aggressive Ecologist. It doesn't seem as if there's any rules about our dealings with inferior soon to be genocided species so I open a minimal trade agreement.
2338: Proteus founded and we get the 8 systems warning - it is the Bears.
2340: New colony ship complete, I direct it to Kluthos - the only other option is the size 60ish Ultra Poor Ocean in our north-west (that will unlock a size 60ish Arid).
Since we have basically run out of good worlds to colonize I turn off Colony Ship production to finish maxing factories.
Meklon is circled in Blue, our size 100 Ultra Poor is circled in Green.
In terms of future strategy, we are going to need Range 6 to get to certain worlds, although there are at least 2, maybe 3, available at range 4, and then another 2 with Dead Tech. Alternatively with an aggressive push into Planetology I expect we'll be able to build Long Range Colony Ships before too long.
This position does look pretty good - we don't have a great worlds, but we have a lot of decent size 60ish worlds, which with some terraforming will be great worlds. For a normal game I'd say it's too easy, but with this variant and the difficulty of gaining diplomatic support and tech I think it's about right.
Save is Slot 4.