To the guys mentioning "speeding up their constructors" - it sounds like a great idea... same w/making Freighters/colony ships/etc faster....
BUT
if you add advanced engines... it drastically increases the time it takes to push said ships out of the shipyards = how does that really help in the longrun???
I've tried this strat you guys speak of, but the time would go from (for example) 4 weeks for a normal constructor to say... 6-8... and if this is early game and I'm trying to colonize in a hurry... how does that help in the longrun?
Combined with the fact that one has to start out researching other techs usually instead of going engines right off the bat...
baffled noob here
I play on the largest map settings with plentiful amounts of stars/planets/habitable planets, so after over a year into the game, theres still absurd amounts of unclaimed territory. Understandably, from what i can read, many players play very small, very compact maps, in order to foster a more 'give me 10 turns, and ive got ships up your ass' kind of game. Rush games. I do not enjoy go-go-go games, I do not like pounding out wins in an hour so, in my games, by the time ive got the tech to make ships that move incredibly fast, I've got the colonies with the production to pound them out.
Your point is very valid: In the beginning of a game, or on small maps, theres little to no point in making insanely fast colonies/constructors (moderately fast is still good, to outrun enemies in times of war), but on huge maps, your top production planets are usually deep in your own territory, so moving 3-4X as fast as opponents constructors/colonies, is a huge advantage, and you can quickly lay claim to colonies and resources in, or even beyond their influence.
Keep in mind I also play as super adapter, which permits me to colonies aquatic and toxic worlds by default, so it's important for me to be able to zip across the map and claim those 16+ quality colonies before the opponents are able to get the tech, and then get a ship there.