Turn 0 (2410): The rest of the galaxy is a mess of overlapping wars while we remain on good terms with everyone else. I'll use this turnset to terraform our planets after Soil Enrichment comes in, and after we finish researching Improved Robotics IV and build the associated factories, that will likely be the time to go on the offensive. There's absolutely no need for hurry, as the AI races are wasting production on fleets while we zoom ahead on tech.
Some thoughts as I run through the planets... Artemis is only at 70/75 pop, so I use the Eco slider to grow the missing 5 population. Same deal for Rha (111/120) and Uxmai (127/130) and especially Cygni (83/95). Not a fan of having two dozen factories sit around idly when we could easily grow the missing population in a turn. The base counts we have on our planets are also a lot lower than I'm comfortable with; I'll be building some more missile bases on my turn, especially on our western border. Sitting around with 2 or 3 bases right next to AI empires is asking for trouble.
I'm not a fan of how DaveV had the tech spending allocated. I equalize the tech fields, and then put a couple of ticks from each field into Computers. This allows us to emphasize Robotic Controls IV while still making progress in the other areas. There's some excellent stuff in the other fields - Zortrium Armor, Class V Shields, finishing off Soil Enrichment - and even the less desirable stuff in Propulsion and Weapons still needs to be cleared to move on to the next tech in the field. We're now getting the full bonus research in 5 out of 6 fields, everything except Planetology, as opposed to 1 out of 6 fields.
Turn 1 (2411): Soil Enrichment comes in at 24%, very nice. I'll be spending a good part of my turnset doing the terraforming and building the associated factories. Atmospheric Terraforming will let us advance the tree forward another rung, and so it's an easy choice for me to select. Maybe we'll go back for Controlled Toxic at some point, but not right now. Better yet would obviously be getting access to Controlled Radiated via theft or invasion.
There's an Alkari fleet incoming to Artemis in 6 turns (yay Improved Scanners!) but the birds are totally pathetic and this is not a threat.
Turn 2 (2412) Lots of terraforming completes. Working on factories all over the place now. For the curious, when I have planets to remax after terraforming, I will build the factories first while letting natural population growth trickle in a few more population, then use the Eco slider to remax population once factories are done. This is the most efficient way to do the process if you don't mind taking the time to micro each world individually. Research has temporarily slowed to a trickle as our best worlds work at pumping out those factories.
Turn 3 (2413): I've been workin' on the factories... We're also building up a nice Reserve thanks to our Ultra Rich planet.
Turn 4 (2413): Six planets max out on factories, now for the Eco slider to max population.
Turn 5 (2415): All our planets have now finished remaxing at the new population and factory totals. We have a new issue on our hands, however, as we have to deal with the Comet event at Uxmai, our Terran 155 planet in the southeast corner. That requires fleet building to hold off, so I throw together a design with the best weapon we currently have on hand, which is, um, the Fusion Bomb. It was that or lasers/nukers, so Fusion Bomb it is. I don't think the Comet event cares what type of weapon you have, only how much fleet strength you can manage to put over the world in question. At the same time, we might as well build a ship that we can actually use someday, so I make a bomber design that could work OK in real combat someday: BC III, warp 3 engines, Medium hull with 3 fusion bombs. We did not have enough miniaturization to fit the bombs on a Small hull, sadly.
Turn 6 (2416): The Bulrathi and Mrrshans both warn us between turns about growing too large. That will continue to happen as we get stronger, although we're still in calm waters diplomatically for now.
Turn 7 (2417): We fight off a pathetic Alkari incursion at Artemis. The birds are just sad in this galaxy.
Turn 8 (2418): Still building those bombers to save Uxmai...
Turn 9 (2419): There we go. Now I can stop building these not-terribly-useful ships and go back to researching towards Improved Robotics IV. This is what Master of Orion can be like though, throwing you curveballs with those events. If I didn't do anything, the Comet would have destroyed our 155 population planet, and we definitely didn't want that to happen. At least we didn't draw the Assassination event; that one has single-handedly caused me to lose multiple games with poorly timed wars.
Oh, and then this happened.

Silly Erratic Meklars. At least now I can cut our spies loose against them and see if we get anything nice. Everyone hates the borgs so we are in no danger of a dogpile here. They are some very nice Construction and Propulsion tech that would be nice to steal on a deep spying hit. I devote 3 ticks (1.2 percent) to espionage against them, set to active steals.
I'm rerouting our bombers from Uxmai to Paladia, where they are more likely to be useful in upcoming conflicts. I'm also going to start stacking up some missile bases at Cygni, the northern most planet and the only one potentially in reach of the Meklars.
Turn 10 (2420): And a quiet last turn finishes out my set.
* We have another Silicoid colony ship en route to the Radiated Ultra Rich planet in the middle of our territory. There should be enough laser fighters there to chase it off or kill it.
* Paladia and Artemis have decent missile base counts now. I would still like more at Collossa, Darrian, Sol, and Endoria. Cygni in particular will need more defenses since it's the only planet the Meklars can reach, assuming they can reach anything.
* We now have a bunch of Medium bombers with Fusion Bombs on them. Not the most useful ships but perhaps we'll be able to use them to hit someone down the road. As I said, I'm rallying them to Paladia for future use.
* Improved Robotics IV is about to hit the percentages, along with our Propulsion and Weapons tech. We should be able to double our factory capacity over the next dozen turns, and that's what I'd look to get into the fleet building game.
* Anyone other than the Meklars should be pretty easy prey for us once we get those factories done. Good luck!
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