I use tactics very similar to tetlytea.
Just to provide a background from where I'm speaking from I play DA, Good alignment and emphasise +defence and +hitpoints. I do not know if the following will be helpful in TA but I suspect it may work even better.

The above is the apex of my fighter design. I say its the apex because I never build a more advanced fighter than this. Much like tetlytea suggests low cost to attack and defence value is one of the biggest assets a fighter/starbase program brings to the table.
I use my fighters more defensively. I grab the techs required to build this fighter then focus on non military research. While I begin construction of the fighters I then build 3 overlapping starbases at the colony closest to the empires I anticipate I will be at war with - typically the evil races.
I keep an eye on military rating. I try to maintain equivalency of rating with the top rated opposing military. Everything else goes towards building a strong economy, more colonies, research etc. This allows you to delay investing heavily in military research and focus on your civilisation. I believe this is important because good economy now - strong military later is much more effective than strong military now - good economy later.
Its worth keeping in mind that should your military rating drop too low you invite an empire to declare war on you. You want to avoid war as much as possible because your military rating is for the most part a paper tiger. Starbase fighters are only effective within a very small area and will be of little use if the enemy goes around.
I use the above design after much trial and error. It is the most powerful design available for 2 BC maintainence. Any of the 3 defence paths works for the 1 point required to benefit from ship assist defence modules. The singularity drivers keep the maintainence cost at 2 BC.
I prefer to have 4 attack on my base fighter design because it can take some time before I get my starbases up and running. While 1-1 ships are cheaper than 4-1s the overall maintainence cost is the same (ie: 2 1BC fighters is roughly equal to 1 2BC fighter) and you can stack double the amount of fighters into a fleet. Eventually your planets will be producing them at 1 a turn as well. Also its important that your military rating is enough of a deterrant to prevent the outbreak of war - it can take some time before the starbases are providing meaningful support.
The maintainence cost is important when you start stacking multiple fleets of 30+ fighters. The starbases provide the stats much more effectively than building better fighters can. At the same time it takes some time before you be able to install the effective +attack modules. I tend to avoid the +1s unless the are required to advance to the next module.
The reason for doing so is the +1s are much less cost effective than +2 or more. Its very easy to get sucked into installing every module ever concieved but at the end of the day its not really worth it. 3 starbases allows you to install more of the powerful modules instead of building the weak modules on a single starbase.
Did I mention everything stacks? Its not uncommon to see fighter fleets with attack and defence values of several hundred. -ship speed stacks also. This can turn your starbase area into a real fly trap with your fighter fleets swarming over much more powerful fleets with ease.
With this very small investment in military tech you can keep the warmongers at bay until you build a very impressive empire. At this stage I like to switch to missile or beam tech because if the computer has invested in any defence line it will typically be armour to counter your singularity drivers.
I also like to make a military leap to build medium class ships as sensor cruisers (max sensor range and everything else into weapons and defence) but build the bulk of my fleet in large hulled battleships. The computer will still be burdened with a large amount of small - medium hulled ships that it massed for military rating. These will be completely outclassed by your large hulled warships fresh from the production line.
I tend not to follow the offensive starbase path outlined by tetlytea because they simply can't keep up with the rapid rate of conquest that follows. I build my medium and greater hulled ships with high defense values that make them pretty much invincible.
The starbase defence modules at the end of the defence tech lines are a great way to boost your military score, particularily if you play good and have +100% defence or more. Even if the starbase is never attacked (and it shouldn't) 32+ defence for >100 BC? Sign me up.
To sum up - By using the starbase fighter combination its possible to focus on your civilisation without having to worry about keeping up militarily. You can pretty much take things anywhere from there. I have used this to win tech victories but its so damn easy its not really worth playing 