I know I am new to this game, but I have been reading the forum posts and experimenting with different ideas. For speed, I build a cargohull with engines only - easiest to build a hull then upgrade to engines, and I go straight for the stars looking for planets I can colonize (a colony module is size 20 so I don't use it initially). When I find a suitable world I upgrade to my cargohull with colony module only design. I get 1 colonist, just enough to claim the world so the AI can't. This worked pretty good on a small map playing the Yor against the Drengins on tough. I had rare everthing - only 12 colonizable planets total, 2 home worlds. and 10 others. I got 10, Yor got 2. By turn 30 Yor was so far behind I started a new game - didn't bother to finish. Thing was, as long as I could build a cargohull in 1 turn, I was gold. My capital was 3 factories and a research building until the rush ended and my research was focused on tech buildings. Yeh, on a larger map better engines would have made a difference, but a small map is only 9 sectors, why bother? After the rush, I had 9 worlds with 1 colonist each, so my priority was growing people and ferrying them to the worlds. By turn 30 all 10 worlds had 6B except my home world - it had 12b. Every planet had at least 1 factory, a research building, an economy building, and 6 or above also had a starport. I've played games where PQ3 worlds were able to support an industrial center and spaceport, produce 30 mps a week, AND make a profit under a star federation government at 35% tax rate, but initially I just que up 2 eco builds and leav'em.