No, its alright. The internet often breeds misunderstanding. I didn't think you were attacking my character or skills, I thought you didn't think that I was being clear. I try to give good advice, and I was failing to see where I went wrong.
But these games are super fast to play through, so... although I will regret it later tonight, I put off work a little longer to do you a very quick AAR on EXACTLY the play settings for this league using DL 1.5. Here goes:
Knowing I want to blitz early, soldiering bonuses are going to be important, as is research. Here is my starting list of abilities:

Turn 1 I research better labs, go to 100% research and production, and sink my taxes to keep my approval up. Here is my starting planet:

Not great but workable. On turn 2 I switch to impulse drive for a quick speed boost, and manage to get two steps in the tree done this turn. I add a new factory to my home planet:

On turn 3 I start researching towards planetary invasion, and take stock of my situation. As usual, I just ignore colonizing completely:

While the Thalans and Altarians madly build colonizers as if it will matter, I methodically research up to the "ultimate" tech in the game, PI - and do NOTHING else. On turn 9 I have my first transport:

Speed is king by the way in DL, so here is the design:

I continue to kick out a transport every turn. On turn 11 I knock out the Thalans at the cost of two transports:

I continue to lease buy transports as often as I can, and by turn 14 I've attacked the Altarians:

Again, it costs me two transports, but by turn 16 I've taken the Altarian jewel. Now the rest of the game is a simple job of finding where their colonists landed.

By turn 20 I find the first outlying colony and easily capture it. I went away from invasion line for more speed and longer range techs in research, just in case I have problems finding the colonies.

On turn 22 I finally have a transport scout out the last two Altarian worlds. It will take me a few turns to fly transports out here, lets hope they don't have enough money to buy fighters.

By turn 26 I have the last planet surrounded, but they now have a few scouts for defenders:

Fortunately, I always mix in a few particle beam transports with my early rush crowd:

And by turn 27 its over:

Using exactly the settings for this particular league round. Also, submit another game to the metaverse for this morning:

Again, not a high score, but early score is much harder to get in DL because of the lack of real raping of bonuses, and I'm not using any of my super cool early game score techniques in this simple demo. Hopefully this step by step illustration answers whatever questions or tricks you think are involved in a zero year win on a smaller map.
I'm sorry if I was unclear, to me it seems simple, and I really don't mean to seem to be talking down to anyone. You just build labs, get PI, and win. Its about as easy as the year 0 altarian tech win, where you just build labs and research. Starting location can help, so can bonus tiles, but neither is necessary.
The AI just can't handle if you never build colonizers and instead just start invading. Its like Brad never thought of it
All kidding aside though, its a hard thing to plan for if you don't expect people to approach the game that way. It IS easier with the Korath, because i can have my first spore ship by turn 6, and then I can ignore any further soldiering techs or a soldiering bonus in my abilities. And its faster if I get good bonus tiles, which for this round I did not.
I really hope that helps. And if you get the chance, please read my other AAR too, it may help more. If there is anything else I can do to help illustrate a rush win, let me know, I'll try what I can.
I understand yelling wives too
~ Wyndstar