What are you starting moves in 2.3.x?
Because I have noticed mine are kinda the same in every game:
Before I unpause:
- I order the production of a second science ship
- I order the building of a mining station on the unexploited energy resource in the starting system
- I enact "Map the stars", not because of survey speed but because I want my starting region to have as many resources and archaeological sites as possible
- I send my first science ship on a survey route to the nearest choke point
- I switch to "Mixed economy" if my empire starts with something else
Once my second science ship has been build:
- I send the second science ship on a survey route to another choke point. I play with 0.75 hyperlane density so I usually can completely close off my starting region with 2-4 chokepoints
It's pretty much the same moves every game, for obvious reasons. Some things I'd recommend:
- The most efficient way to get energy early game is to trade food for energy. Trading away starting food immediately for energy is a good idea. One or two extra food districts is more than enough for a long time, though I'd recommend at least one mineral district first.
- Minerals first seems better for stations and, soon, alloys. Having a large alloy surplus (like, thousands) is good for throwing up a quick fleet and/or starbases if you suddenly find yourself rivaled and getting claimed. Being able to throw away 5-10 alloys a month for 30 years is also an easy way to pacify AIs that you're boxing in with your aggressive expansion (and get a defensive alliance when someone else gets angry). Pops working clerks should be moved to these jobs immediately.
- Nutritional plentitude immediately is fine I think.
- The homeworld always has a obstruction to be cleared that will immediately generate a new pop, do that early.
- Map The Stars is pretty weak, you're going to average like 1 more anomaly, maybe two. Having influence to get to choke points is better. Even if you get to immediate chokepoints, you can get to further ones because the AI is awful at expanding. Worst case, part of an edict is probably worth more than an average anomaly.
- I generally wait to get the -starbase influence cost tradition from expansion to actually start throwing down my bases. Have 2-3 constructors ready and in position as soon as you click it though, and have your colony ships already built and going to the colony before the constructors finish claiming the system.