A note on jump lanes - It's better to build new jump lanes alongside existing warp lanes, rather than just upgrading the latter. It takes the same 3 conship turns either way (same as railroads, actually, except there is no Steam Power), but provides access to more tiles and redundancy in case of pillaging.
Inherited turn - Switch Paradise to Capital Shipyard to get started on battleships right away. Elysion also gets a capital shipyard as the next best place for it; it's not a huge commerce system and has happy/health headroom for the moment so doesn't need those facilities. Xanadoo got a cap shipyard too a bit later.
Eden kept cranking construction ships. First in order to starbase the iron right next to it (and next to Vlad's starbase); the timing will be just about right to have the iron online as we start to build Δ invasion ships. Then just because it doesn't have anything else it needs to build and it's almost at its pop cap anyway.
We finished scouting essentially the entire map, which I sold around. Not really sure what to do with the squadrons each turn now. I assigned them more or less one to each border system and just had them recon their immediate vicinity.

A couple turns ago, I spotted a colony ship from Lu Tianqu heading towards this system. Now there is no colony ship or colony and a damaged pirate invasion ship. And one of its planets is named RC-8!

We could build a colship from Horus Taurus to claim it. It's junk at the moment (5 pop total), but could be worthwhile with Green economy.
Anyway, we discovered Capital Ship Focus, then I set research to 0%. We can burn off the cash in the same 5 turns it took to accumulate. What to research next? Choices:
- Squadron Focus for Δ Destroyers and Squadron Doctrine. Unexciting. Leads to Intuitive Computers (Slave State), also unexciting.
- Industrialism for manufacturing plants and Industrial Economy (-2 health, +15% hammers). Leads to Doomsday Weapon which is probably not where we're heading. Not needed for Ascendancy victory.
- Environmentalism for research labs and Green Economy (-20% commerce, +1 pop limit on all planets). Leads to Commerce Theory (more banks) and Utilitarianism (Utopia civic, -15% hammers and commerce, +1 food on all planets.)
Our military, including builds that will finish this turn, stands at 8 Δ invasion ships, 6 bombers, 1 fighter, 1 cruiser, 1 carrier. I congregated them towards Eden in the middle of the empire to decide what to do next. Eden is also where our jump-lane network is radiating from. We have battleships just shy of completion in Xanadoo, Elysion, and Paradise. We could adopt Capital Ship Doctrine to get a discount on them (excess hammers will overflow), but my gut says it's not worth the anarchy as we won't build many more if any. If we could get a freebie switch I'd do it, but we own 16 star systems so 2 civic changes take 2 turns.
Of course, the big question is who to attack. These are choices:
- Red Syndicate. He's got that annoying starbase in our middle, and his capital is within reach past our crystals starbase. I just sold him Terrestrial Networking this turn for pennies (he was almost done). He does not have Shock and Awe so no battleships on defense.
- The Forge. This fits best logistically, with three good size systems just off our south. Plus I've been building most of our invasion ships near there. He does have Shock and Awe though.
- The bad Halis. He's weak with only two systems. His capital is just off Xanadoo in our southeast, but the second system isn't really reachable. Doesn't even have the prerequisite for Shock and Awe.
- Avowers, our strongest rival. He's in the south between Forge and the bad Halis. Lots of systems to conquer; we would start with the lesser ones and finish at the capital. No Shock and Awe.