Ok. Here we are. I do not generally start social so early, but we are 3 months away from having soil complete everywhere, and a banking center on earth. I can lower spending to 51% and keep the same ETAs on all projects--done. That saves 16bc/turn (bct). With our research bonus, that means I can get another 50bc tech out of our initial bankroll.
January
Set the freighters on autopilot for the Alterian and Torian homeworld. I take a gamble and hold off on trading trade to the Caranoids--Cold fusion and defense theory are not worth it. I do not like only having 2 colony ships about--there is lots more systems to grab. If there is another yellow down toward Maestro, we are screwed, since there is a Caranoid colony ship there.
February
Soil completes on 4 planets. Hero picks up +1 weapons anomaly. Easternmost colony ships spots Piers, a 16/14 yellow system.
March
Two more planets complete soil.
April
The last planet completes soil, and a banking center is built on Earth. The caranoids have deflectors and defense theory now, but I cannot get deflectors without cash, and trade for defense and cold fusion is not worth it. Change spending to 100% military to get a some more colony ships out.
May
Settle PQ16 in the Piers system and get this event.
I pick the good option, with the goodie-goodies as our closest neighbors. Morality is 56. The Hero picks up 2 points to its defenses (swish) from a march madness anomaly.
June
Colony ship with 175M souls launches from Unukalhai. It heads northeast.
July
Colony ships launch from Earth and Cherryh with 200M colonists. Sivil launches a 175M loaded colony ship, and cherryh launches our third freighter. Switch from 100% military to research, but not before buying another colony ship at our new world, Piers for 88 + 8 for 63 months (from Mitrosoft?

). This is a lot of cash, but gives us a nice shot at some more worlds without commiting us to military spending for 3 more months. I RARELY do this, because I ususally spam out the colony ships in the early game. But in this case I will make an exception--there are a LOT of systems to the east, and NO influence spotted there.
The Caranoids have some better trading opportunities...including this deal.
I decide to pass. Why is that? Well, they want 54bc to throw defense theory on the table. I can research that in a month, with a 20bc surplus. One month delay is not really worth it, especially for a tech that we do not need, since we can trade for techs further along in the military branch. I could take the industrial and cold fusion for trade with some influence points, but I am going to wait and see if they pull Impulse drive, which we should be able to get for trade straight-up.
You've gotta love the round-down. In theory, I should be able to set research to 44 or 46 (from the example on my last turn) and get med theory in a month. Not so fast. We are a republic now, and we have more planets--so research spending is spread out. In fact, at a spending of 50rp, only earth pulls in any bonus research (+1). There it's set. Med theory will complete in a turn with 50 +1 and a 35bct surplus. Colony ships are sent east and northeast.
August
Sure enough, med theory completes, and we launch that purchased colony ship from Piers with 130M colonists.
September

Guess it's time to

the teacher. I forgot to change my research target, and pulled weapons theory. At least I had the spending rate set right on. This sets up a nice trade with the Caranoids.
This one I'll take. I could probably take a few more ip in the deal, but I find that to be tedious. On maso in the early game, the AIs have so much more influence that getting a couple of ips here and there in tech trades does not make a difference in the voting. Note also how we are making out in this deal--two 50rp techs for a 50 rp tech and a 100rp tech. The minors usually give the player a better deal--certainly better than you will get from the majors without any influence bonus.
Next tech I want is Basic Environment (220rp). I set spending to 68rp, which should give us the tech in 3 months with our current bonus (only 7 rp). I also drop taxes to boost growth for the smaller worlds. Earth is over 3.4B, so keeping it at 100% morale begins to loose effect with the 200M/month cap on growth. Having 100% morale does no good for growth for planets above 6.67B, since 3% (normal growth) will give 200M/month.
The hero picks up a 5% boost to our spying ability.
October
November
I have to bump research spending up a notch (70rp) to get Basic environment next turn. Remember, the game does remember the last turn's bonus. The game was telling me I needed two more months at 68rp, and that the tech would come in next month with 70rp. When going UP in research spending, the game will never give underestimate the time needed to complete the next tech.
December
Sure enough, basic environment learned. The Caranoids have Impulse drive, which they give up for trade. I set up for Interstellar Refining next, due in two months with a 22bct deficit. I put habitat in the queue ahead of entertainment centers, and put manu centers at the end of the queue. Our northeasternmost colony ship spots Umera, a yellow system with a PQ16 planet.
End of Year
Have to bump up spending a bit to pull refining next turn. We are running a 27bct deficit, with 105bc in the bank. My next move would be to swich to social, and get habitat, entertainment centers, and manu centers going, as well as getting the econ capital up on earth. There still is no influence spotted to the east.
Here is a shot of the tactical map.
Planets (all but 2)
and Domestic situation.
I have been staying at 100% morale, although I do not necessarily do that in every game. I like to keep taxes fairly high (50% +), and once you are below 100%, there is no benefit to staying in the 90s, so I will run taxes up when it gets too costly to maintain them low for 100% morale. I then prioritize the big morale improvements (stadiums, stock markets, teleporters, and the like) to get back to 100%. But once planets are over 3.4B, the value of 100% morale decreases until is does no good above 6.67B.
The Shadow Game