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It's basically: Find enemy and move everything there. Keep going until you sucked them dry.
The opening with science & dust is interesting. I never usually do this, but it makes a lot more sense.
- Build the improvements that give science and dust, then make a 16 move scout before xenolinguistics
- Research 3 military upgrades, one of which being the cloak
- Destroy the pirates with your hero and scout, retrofitted with lasers at max range
- Delay essence by buying a pop if you find a minor and it fills up before you have the upgrades
- Create a tier 2 Ark with 4 movement modules, a cloak, and tier 3 weapons/shields
- I have by then found my opponent 100% of the time with the 16 move scout, but he can't see me
- I research market very early with the t1 science building opening, then sell 50 strategics from quest
And against energy weapons, well, that's even ground. If you choose the right tactic, you will always have about a 50% advantage over your enemy.
The only real counter to an energy based fleet with slug defenders is a fleet of defenders using missiles. But most factions don't have enough slots to pull that off. A fleet with lots of strike craft can hurt you, but will itself not survive.
Regarding tactics: yes, regardless of faction or ship, tactics are the single most important part of any battle. That is also why energy weapons rule: They are great at outdistancing any sort of counter fleet. If you have defensive ships (protector, coordinator) with slugs, they will be very hard to take down by missiles even if the rest of your fleet is based on energy weapons. So you mix in a coordinator or two protectors per flotilla and use energy weapons on the rest.
You choose a tactic to get to close range and missiles are countered enough to survive the first round. In the 2nd round you will have closed in to medium range, making missiles almost useless while maximizing your own damage. And finally, on close range you may be missing shots more often again, but missiles are no threat anymore.
Props for mentioning population boosting. Because of low pop count it's easy to buy needed luxury on the market.
Another funny thing is if you get ecologists in power, you can complete the deed of 8 colonized planets with just 2 arks anchored before anyone else gets close to that. It's also a petty significant fidsi boost without the need for colonization techs.