Just a quick note: we'll take 15 turns each for this trip through the roster, then go to 10 after that. Also, we usually stick with one savegame location for these succession games, so just remember to stay with slot 3 from now on.
Turn 0 (2360) First of all, some comments on jmas' turnset. You are correct that 20m was far too many to send from Tau Cygni, but the overall idea (shifting unemployed population to somewhere more useful) was a good one. Maybe a little too far to be chaining pop, although I don't want to be too picky. I can send a few colonists to Helos and get decent use out of those travelers.
I personally feel that this is way too late in the game to be slamming all research on a single tech; we really don't have all that great of a need for Range 6 anyway, as we've got several Tundra worlds to colonize at the moment anyway. I equalize out the research spending, with a slight emphasis to Planetology and Construction (my default pattern for the early game). There is one major weedy move

, which is not building any colony ships to take advantage of our Controlled Tundra tech. Uh, we've got a Tundra and Barren world RIGHT THERE on our borders! I'm not sure what Ursa was building during these past few turns, but more colony ships is way more important than research! Ursa immediately onto colony ships (4 turns).
The popgun fighters orbiting our core worlds are a waste. Those planets can defend themselves with missile bases. I would probably have put that production into colony ships... anyway, water under the bridge now. We CAN get good use from these ships by having them defend uncolonized planets that are within range. However, that means combining them into a single stack - little groups of 8 Small ships scattered on various planets are totally useless! You need about 20 even to chase away armed colony ships. I'll send them down to the southwest, once our Range tech pops.
Apologies for any comments that seem harsh. I'm just trying to explain what I would have done differently. The only real mistake was not building colony ships immediately when Controlled Tundra popped. Everything else was fine.
Turn 1 (2361) Psilons come after us at the Barren planet in the east. They've brought a Large and three Mediums with their colony ship, so we've got no chance in this fight. I retreat the scout to save it. This of course brings us into contact with the Psilons, a three planet empire crammed in between the Humans and Klackons. Brains have drawn a bizarre personality for them, Honorable Expansionists. Interesting. I sign a minimal trade agreement to up relations.
Vox will max next turn, I shift a couple of colonists to Helos to take advantage of the incoming 20 transports.
Turn 2 (2362) As predicted, Vox maxes out. Since it's closer to the worlds to be colonized, I also have it start a Tundra colony ship (4 turns). This means that I can now swap Ursa over to a cheaper Normal colony ship and get it out a turn earlier, using it to take the Desert world (Dolz) to the southwest. Anyway, you don't have to know all the details, just trust me that I'm getting the colonization done slightly faster!
Turn 3 (2363) Range 6 pops, yay! Now Ursa can continue churning colony ships for the newly opened northwest sector. We have the choice of Inertial Stabilizer or Sublight Drives. As great as the IS may be, we have a greater need for faster engines, so I take the second option.
Increased Range tech also means that our extra scouts do the expansionist dance, heading out to check on some more systems.
Turn 4 (2364) There's an unescorted Human colony ship moving into our space. Not sure where it's headed yet; Romulas (the Tundra planet we're about to settle) is the most likely destination. I'll send another scout there just in case there are missiles on the colony ship. Helos will max next turn, and take over the research load for our colony-building planets.
Turn 6 (2366) Nuts!

Helos rebels:
This early in the game is a bad time to get the event, and having it hit at a size 100 planet is especially painful. We'll have to send very large amounts of population from Ursa and Vox to take back the planet. This will drastically slow our colonization and research efforts. On the plus side, both Ursa and Vox finished colony ships this turn, so at least they are free for rebel suppression duty. I'm sending 30m from Ursa and 40m from Vox, timed to land together naturally in 6 turns. (Ursa starts spending on the Eco slider to regrow the departed marines.)
Turn 7 (2367) Ha! One of our scouts chases away a Klackon colony ship from settling a planet in the extreme east! At the very least, we've delayed them a bit. We find the Sakkra planet of Colossa (size 60, maxed out, 11 bases) in the west, at the blue star just northwest of Ssla. The Klackons also warn us for attacking their ships, even though absolutely no combat took place. Methinks they've been smoking whatever passes for weed among bugs.

More unescorted Human colony ships are waltzing into our territory, still not sure where they're going or how they have the range to get there!
Turn 9 (2369) Romulas colonized:
We're a little short on population to seed the new colony, due to the rebellion. Vox is still the best option, although it has to send 40m pop this turn to deal with the filthy scum on Helos. I'll send over 15m to Romulas in a turn or two. Fortunately Ursa has now remaxed its population and can finish building the last colony ship for the northwest. Tau Cygni (which will soon seed the northwestern colonies) takes over research duty for the moment.
Turn 10 (2370) Dolz colonied:
Tau Cygni sends 10m to help it get started. It'll take them a while to get there (7 turns), but better than nothing.
Settling Dolz also brings us into contact with the Sakkra, a two planet Aggressive Expansionist empire. (That has trouble written all over it!) We sign up for minimal trade with the lizards as well.
Turn 11 (2371) The Sakkra obviously have Controlled Dead tech, because one of their colony ships lands near us at Drakka and establishes a colony. They also have a colony ship accompanied by 800+ popgun fighters heading... somewhere. If it's coming at one of our new acquisitions, obviously there's nothing we can do about it. We'll need to start getting some bases up soon at our core planets; fortunately Class II deflectors are almost done researching, which will invalidate laser fighters! Hopefully though, we'll stay out of war entirely for the moment.
Turn 12 (2372) Chase away a Human colony ship at Dolz, our new little Desert planet. (I got their colony ship stuck in an infinite loop on the tactical screen, moving back and forth around some asteroids!)
Our luck at Helos is TERRIBLE as 65 soldiers lose to 50 rebels. ARGH! (There are still 14 rebels left, so we lost 65 to kill 36, at 1:1 odds!) Poor Vox now must send another 25m to be sure of retaking the planet. That means I have to chain 20m pop from Ursa back into Vox, so MORE turns in which our best planets are just regrowing population. My god, this event has been just a terrible killer.
Turn 13 (2373) Chase away a Sakkra colony ship from Dolz this turn, again by getting it caught in an infinite loop on the tactical screen. Almost feel bad about abusing the AI that way, but this IS Impossible, after all.
Nordia, our tiny little planet in the south, maxes this turn, and I set it to building defensive bases. We probably should have it do that for a while, at least until it hits 5 bases. It's pretty vulnerable down there.
Turn 14 (2374) Well, the Sakkra brought their huge fleet to Dolz:
This planet is toast. Fortunately it's not a major loss to us, being only size 20. Hopefully it will slow down the lizards some and give us time to get some bases going elsewhere.
In more positive news, we colonize Morrig, the size 100 in the northwest corner. Tau Cygni will seed it with 20m to get it started.
Turn 15 (2375) The Sakkra and Humans both grab planets with colony ships by plowing through our scout blockades. Not much we could do, since they were both armed with lasers. We finally retake Helos from the rebels, good riddance!
Vox and Helos will both remax next turn and then can be used for research or base construction. I have Ursa working on a colony ship for the remaining unclaimed worlds in the southwest; I don't actually think we'll land the planets, but I feel we have to try. Feel free to veto if desired. A lot of techs should pop soon, opening up new choices there. Looks like we'll have 8 planets to work with for the forseeable future. Fortunately most of them are quite large - four of those eight are size 100 or larger!
Sullla
dathon <<< UP NOW
TheArchduke <<< on deck
StuporMan
jmas
Looks like we've got an interesting game on our hands!
http://forums.civfanatics.com/uploads/12069/OSG20-2375s.zip