The way I start:0) build collectors, crystal first1) Build 2-3 scouts2) build cap ship factory -> build the cap ship with colonize ability. 3) build civil research lab.4) go for the easiest fight withe cap ship and get that asteroid to make you some crystals.,,......................x) build like mad, and try to grab as many planets as you canother tips: when going against pirates or opponents build divers, never go with a single type of ships... you'll get shredded to pieces...My best combo... capital ships/ 20-40 missiles/ 20-40 flacks(never go without flacks)/10-20 heavy frigates
My start is different.
1) Build cap ship factory (Get your cap ship factory first to get your cap ship sooner. I take advantage of the fact that the first cap ship is free, and that it is my best bet to capture asteroids even sooner. This will result in getting the mines on your asteroid or second planet much earlier, and will make up for building the mines on your home world slightly later than usual.)
Build 2 scouts
Upgrade population limit of home planet (Your home planet is almost solely responsible for your credit income early game; adding 40% extra population should result in a 40% increase in your credit income!)
2) Build Capitol ship, preferably one that has an awesome lv 6 ability (this will be the ship most likely to get to level 6+). I like to build a carrier cap ship, but any one with a good 6+ ability is equally valid.
Build a colony frigate
Build mines at home world (DO THIS AS SOON AS OR BEFORE CAP FACTORY IS DONE).
Scout! (Capture neutral asteroid mines if vasari)
3) Send Cap ship to first asteroid to wipe out pirates
Send colony ship to just outside gravity well where it can instantly be sent to the asteroid. (SEND IT AS SOON AS THERE IS ONLY ONE PIRATE LEFT IN THE SYSTEM)
Keep scouting!!!
Start making light frigates (set the rally point on your cap ship or otherwise where the frigates will be needed later.)
4) Acquire your first asteroid and have it make all of the mines.
Upgrade the pop capacity of the asteroid!!! (This will result in MUCH LESS NEGATIVE credit income.)
If you only have one asteroid nearby and the other planets require civic research to acquire (ie: ice or volcanic worlds), get TWO (2) civic research labs NOW. Otherwise, this can wait.
At this point specific species dependent strategies diverge. For vasari, I like to get a military lab at my asteroid and start pumping assailants. For TEC, I like to get 2 millitary labs and start getting LRMs. For Advent I get 1 millitary lab and then 2 more at my third planet.
In any event, this strategy should work for all three species initially and should result in maximizing credit/resource income in the first 10 minutes of the game or so. If anyone has any better ideas or wishes to improve upon this one please post.
With regard to capitol ships versus frigates, I tend to agree with much of what has been said already. I will use vasari as an example as I play with them most often.
you do not get nearly as much bang for the buck with cap ships at lower levels. Specifically, 5 enforcers is much better than one cap ship. However, as the game progresses it becomes necessary to have bigger and bigger tanks within your fleet. For this reason (because large battleships can "TANK"), it becomes necessary to build several larger battleships later on. Also, as fleets get larger, and because even though experience is divided evenly among cap ships, each progressive level of experience requires exponentially more experience to acquire (the idea being to maximize the number of LEVELS your cap ships have together), it is worth it to build several more capitol ships. I like to have around 6 in a large fleet. I usually have 6 battleship tanks and 1 carrier cap ship)
Furthermore, cap ship abilities, though difficult to quantify in credit value, can sometimes be quantified to a degree. The Vasari carrier cap's ability to "replicate forces" allows it to make 3 identical copies of any frigate in your fleet every couple of minutes. If used to permanently add 3 enforcers to your fleet every couple of minutes, this ability more than makes up for the cost of your cap ship after 2 uses, especially if your cap ship was free! Mind you, the ship has to be level 6 for this to work, and so in the end I must agree that cap ships are only worth their buck if allowed to level up greatly; however, one must also consider the psychological affect having many more cap ships than your enemy has on them (they may "think" that they will lose, and retreat, but only if they are inexperienced)

~Arcturus