| I use a *lot* of economic starbases to give my planets production and research bonuses. Influence and Military starbases are a waste of time in my opinion, though there are people that swear by them. |
I'm one of those players who do swear by influence starbases.
Back to the Drengin subject. Aside from starting techs, and inherent abilities, each race can be played much like any other race, even the custom races. What really makes the difference is how you set up the race you're playing as, and how you play. Setting up your race comes in two major parts: abilities, and alignment. Starting techs is a minor third; they are nice to have, but you can research them later.
Abilities play a significant role in how you are able to play, mainly by making certain stratigies easier, and/or more effective. I suggest that you pick a theme and select abilities that support that theme. I recommend that you start with a simple economic theme (economics, morale, and population growth). It isn't fancy, but it will help to provide you with the money you need to play the game, and learn to play it well. I could go on, but abilities could easily get their own post, or even stratagy guide.
Alignment however, affects how you do some things. I know that evil races can wave the fee to install starbase modules, neutrals get their neutral learning centers, and good gets impresive defensive techs. I recommend that you ignore alignments for the first game or so. They're useful, but not required to play the game. When you do decide to select an alignment, be certain to read each one so you know what you are getting yourself into.
Good gamming!