Hi!
I tested the race and approach from the OP in a testbed in a large all abundant galaxy with just one fool AI. The techs the race had at the start were Xeno Engineering, Planetary Improvements, Xeno Research, and Galactic Warfare. I ran the testbed only to the end of the first year, with the main aim to get as much colonies as possible from just one planet, and stay at least close to solvent.
Results of the test were quite different of what I had expected: to settle about 25 planets and ran out of money at about turn 40. During the whole time of the test was the biggest negative I've been running -180BC at about turn 40 (130 BC on average), but those 6 survey ships had brought in more than 5000 BCs and allowed me to run the empire for the whole time of the test at 100% approval. At the end I had 33 planets, morale ability 98%, econ ability 32%, military production bonus at 100%, 2 unaugmented morale resource and one econ resouce at 14%, collecting 201 BC surplus at 59% taxes and 100% approval. However my production and research were almost non-existend, and when I had put in all planetary queues buildings, my surplus turned to -51 BC. Seems that this approach, with a bit of luck with anomalies, can bring you through the 1st game year, but the lack of production will probably not allow you through the second one, at least on maso+ difficulty levels.
Some statistics. In 52 turns I've built:
- all tiles on my HW with factories - I simply was not able to get HW to produce a small colonizer and do focused research at the same time. So after about turn 10 the HW was able to build each turn a ship (90 MPs) and also provide 17 resarch points through focus.
- 40 small-hull based colonizers, settled 33 planets. In a large uni I took about the share I'd get with 6 other mayor intelligent AIs.
- very early (after the 2nd colony ship) 6 survey ships (tiny hull, survey module, 5 basic supports), which were lucky and get ~5200 BCs from anomalies to about turn 40. Then I stoped counting what they got, because in a real game anomalies are usually gone at about that time.
- 5 small-hull constructors. 3 of them hit the closest econ resource, the remaining 2 hit a bit further morale ones. In real game I could maybe get one of those two.
- nothing else on any planet, but the Starport on the secondary planet, where I produced those constructors. I also bought Harmony Crystals there.
Additione problem is the tech I researched. It was the most basic one: Xeno Economisc, Xeno Entertainment, Xeno Industrial Theory, Xeno Ethics (I've chosen Neutral for 15% morale bonus and instaforming), Xeno Medicine, Republic (Democracy too expensive: 7 turns) , Soil Enrichment, Space Weapons, Impulse drive and Sensors. Since I've seen the suicidal AIs having in medium galaxy significantly earlier than at the end or the first year two or three Extreme techs, attack 2/3 weapons, Troop Transports and 5-10 colonizers at speed 4-5 heading in my space, I'd say this approach will have really hard time to get through the econd year of the game on anything harder than "tough".
At the end I had to say thanks to Tyler Davis, who showed the colony rusn
can be successfully pulled out even with those hard restrictions the DA introduced to the game.
BR, Iztok