Use the Altarian tech tree (oriented towards a Research-intensive race)
Immense galaxy
Habitable planets abundant
# of planets "
# of stars "
Anomalies "
Asteroids "
Star density scattered
Tech rate normal
# of Minor races 8
# of Major races 7
Economics +30%
Morale +20%
Research +20%
Planet quality +10% (you start with a 11 quality planet, which adds 1 clear tile)
Creativity +25%
Logistics +6
Super Adapter (makes Toxic and Aquatic available immediately)
Technologists -- Research +20%, Sensors +1
Hyper Fusion Reactors
Artificial Gravity
Interstellar Construction
Traditional Research
Industrial Revolution
Turn 1
Set tax to where Morale drops to 52% (Actually, you _could_ go all the way down to 30%)
Land the Colony ship and increase passengers to 250.
Set Research on the Propulsion path and focus there until you have at least Impulse I.
Split production military 20/social 20/research 60 (put military's 20% in research until you can actually build a Colony ship.)
Set production to 100% AND LEAVE IT THERE.
Send the Colony ship as far away as possible. It has a range that exceeds anything that you will have for awhile, so snag a planet as far away as possible. UNLESS you find a planet that is _at least_ quality 20. (At +10% quality, that automatically will add 2 to the planet quality.) And keep in mind that bigger quality planets = more usuable tiles = a greater probability of bonus tiles.
Use the Flagship to chase down anomalies (except for wormholes; don't _ever_ use one of those). You _will_ incidentally uncover planets at the same time.
NEVER settle a planet of less than 10 quality.
NEVER buy an improvement or ship unless absolutely necessary (or if you're already stinking rich).
Your first 5-10 ship builds should be Colony ships. They will double as your Scouts for revealing the map. Your first big planet should set to building Scouts once the Starport is built.
A new colony will start with a research value of 7-12 -- so colonize quickly and often.
After Propulsion gets going, start cranking out anything yellow (Trade and Diplomacy) that won't take too long to research.
Your Treasury goes negative along about Turn 50. (Many of those anomalies will dump money into your Treasury, so you get more breathing space.) By then you should have quite a few more techs than your opponents. Pick ONE low-level tech that you're way past that is NOT Research, Propulsion, Trade, Diplomacy, Weapons, or Production. Something like Stellar Cartography. Contact ALL of the other races and sell that ONE tech to ALL of them. (If they already have it, skip them.) If their offer matches their Treasury (you tapped them out), make up the difference with Influence. Do NOT trade tech for tech. (Their price is _always_ too high; you can research it yourself for much less.) UNLESS it is one of the unique racial techs that may be useful. And if you do swap tech, make sure you _sell_ the tech you swap to _everybody_, ASAP. Upon completion of the sales round, you should have enough cash to carry you for another 25 turns.
Repeat as needed.
And all that should get you pretty far towards Galactic Geek Overlord.