Greetings, this is my first AAR. I hope you guys enjoy it. I've put strategy tips in brackets, feel free to skip over it if you already know the game inside out.
I decided to try out a custom race I believe to be extremely powerful. Basically they're Torians on speed

Super: Super Breeder.
+20 Morale (3 points)
+30 Economics (4 points)
+20 speed (8 points)
Political party: Populists. (+10 morale & diplo)
Starting techs were steller cartography, xeno engineering, new propultion tech and ion drive.
(The basic premise of this set up is to counter the two things I find hardest in this game, early economy and early speed... both super breeder and the extra speed came in extremely useful throughout this game)
Galaxy size: Large with Random everything.
tech rate: Normal.
7 opponents, all random,
Difficulty: Crippling
Day1:

Obviously habitable worlds were going to be slim pickings in this galaxy, the competition was going to be tough as well with the Korath, Drengin, Yor, Krinn, Korx and Drath. Quite an evil bunch really.
My home planet was pretty nice, with a manufacturing tile, a research tile and a farm tile which would be useful later on.
Scouting around there were 0 colonisable worlds nearby so I decided to fast tech to ground invasion and try to take out the minor civ next to me, and hopefully the Drath who were right next door afterwards.
I quickly researched xeno labs and set about filling up my homeworld. Between fast buying and 99% social spending I was able to get it up and running within a few turns.

Then it was time to set the slider to 100% reserach and get some troops
(One of the great things about super breeder is you can have planets at max pop not long after you invade them as well as replenishing the worlds you took the troops from, so an early invasion strategy isn't nearly as taxing on your economy with this ability)
Fortunately while researching ground invasion I found an anomoly that reduced my research by 25% so it only took about 7 turns to get. I designed a troop ship with 4 troop pods and 0 speed (this is one of the advantages of taking +2 speed, you can have speed 3 ships early without engines). Switching back to 99% social/1% military the troop ship was going to take 6 turns to complete, luckily the Scottlingus didn't have any defensive ships yet, but I fast bought it after 3 turns anyway just to be safe.
It was going to be a close call... My 2000 troops versus 2700 for the Scotts, traditional warfare was the call as by this time I was a bit low on cash, and my troops were victorious with 1388 remaining. Ahh the spoils of war, and it looks like the new world would make a lovely research capital.

Meanwhile I set about rectifying my financial woes by building a farm on the farming tile on my homeworld and converting some of the xeno labs to entertainment centres, with a view to building an economic capital there when I researched trade.
A short while later I had my research planet full of labs, my homeworld filling up with people and two troop transports heading over to the Drath homeworld. The plan was to knock out most of their troops with my first troopship using core detonation or mass drivers (whichever the one that planetary bombardment gives you) and then sweep in with my second ship using traditional warfare to claim the undamaged planet. It was the perfect plan until.... DISASTER:

when my troop ship was within a turn, the Drath built a 3 attack defender, and my only attack ship at that time was a pathetic 1 attack and it was going to take at least 2 of them to dislodge that defender. I would have to pull my troop ships away.
Meanwhile my financial woes were critical, I was in the red and needed my economic capital up asap. So back to 100% research it was, I picked up Xeno economics and Trade. While my economic capital was building on my homeworld I built two more attack ships with my other planets and made a fleet of 3. Hopefully this would be enough to dislodge that defender.