Brand new here, so quick hello to everyone. Now on to the post.
Just got finished with a Huge/abundant everything game with nine majors and eight minors on Tough (my first win on that difficulty, I've been playing for a couple weeks now).
I've tried a couple basic strategies in the past, most recently working all the way up to Ion Drive at race creation and speed +20 with the aim of getting Impulse early. It just didn't seem to work out for me.
So I went in a slightly different direction. I nixed all the drive techs and started over.
Here's what I came up with for this last game:
Super Breeder
Populists
Speed +20
Morale +10
Sensors +4
Planet Quality +10
Logistics +6 (started with the custom race template)
Techs:
Universal Translator
Xeno Communications
Galactic Warfare
Xeno Engineering
Stellar Cartography
Xeno Research
Xeno Biology
The major reasoning I used for trying this was that no hyperdrive and Speed +20 allowed me to make small hull colonizers/freighters/constructors that moved 3pc/turn cheaply (I noticed without miniturization at least new propulsion technologies was required to acquire 3pc/turn on a cargo hull right away). Since I wasn't using hyperdrives to make early ships anyway, starting with the tech seemed to be a waste. I noticed the first colonizer/miner/flagship still start with their drives intact, as well, which meant I had some way to travel distances with a reasonable time.
Sensors +4 seemed to mitigate some of the guesswork in colonizing the nearby star systems, being able to see the entire system at once felt essential since it took much of the guesswork out of knowing which planets to colonize first (and gained me a couple turns of population growth/production which could otherwise have been spent looking around for an ideal spot).
As for the rest, that was mostly for Breeder/Morale bonuses to try and make that work (first time I got Breeder up and humming, too, a drastic change from Hive).
Anyone else try this, or am I just plain crazy?