@ Jim48
Ok, first off-start a new game.
Normal Difficulty, 7-9 races, huge galaxy, Abundant Anomolies, and select any alien race (try the Yor).
The FIRST TURN is actually one of the most crucial in the game, so pay attention..
You'll start off first with your first choice of research, go ahead and choose the first (and fastest) choice you're usually given (probably Xeno labs or Propulsion, depending on the alien race).
Next, your homeworld..
BUY the first factory. Set the others for 'Build' in the following order:
Factory
Factory
Entertainment
Trade
Lab
Lab
Trade
DO NOT BUILD ANY FARMS! Your Colony center is already producing enough food to support a 10 Billion pop.
Next, design 2 new ships. Use Cargo hulls. Make one a colony ship. Include a Colony pod, 2 Basic LifSup, and 2-3 of your smallest/fastest engines(as many as you can fit). Next, design a scout w/ a Cargo hull. add 2 LS, 2-3 sensors, and 2-3 engines (usually range is more important then speed since it can't find anomolies, but you don't want it to be too slow

). Don't forget to give them unique names, so you can find them quickly in the list.
Now, select YOUR scout and BUY it. Set the Flagship for 'Auto-Survey', and move the generic colony ship in the opposite direction (unless you just happen to find a 12+ PQ in range).
Lastly, go to the 'Domstic' tab. Set the taxes to 49%, Spend rate to 100%, Mil 20, Soc 30, Res 50.
Ok, NOW you can hit the 'TURN' button.
Next turn, set the ship yard to build your Colony Ship. Launch your scout, set it to 'Auto-Explore'. Keep an eye on the Approval Rating of your homeworld. if it goes below 50%, BUY the Entertainment Center.
Try to research up to 'Sensors II' as quickly as possible, and modify your 'scout' design to include a Survey Module. This will be your 2nd 'flagship/Survey/Anomoly Finder'. Get it out as soon as possible.(Don't forget to set it to 'Auto-Survey")
Try to locate at least 12+PQ (14+ if possible)planets first. Build in the following order:
BUY first factory
Factory
Starport
Factory
Entertainment
(If 14+, Farm)
Trade
Lab
Trade
Lab
Trade
Embassy
(Trade, if 14+)
Of course, you can alter this for your specialist 'Capitols'. If you find a super-PQ planet (20+), it is usually worth it to throw another Entrmnt and farm on it (watch your approval ratings, though..). I like to FOCUS on 'social' to help "speed up" construction until I only have 1-2 things left.
Don't forget,
never build farms on bonus tiles. It takes too many entertainments to balance it out.