You are all right and have provided some great advice/feedback.I'm not sure if this is good or not, but I'm sure with experience I can get better at it, but it takes me 20 minutes to colonize 4 planets, have them cleared out of enemy units, 1 capital ship, and 10 frigates.By the way, unless you missed it in the original post. This is a strategy just for the beginning phase of the game. I'm not talking about disregarding scouting all together. I'm just talking about the first 10 to 20 minutes of the game.I am still fine tuning my "beginning phase" strategy. I'm still not using scout ships though, and am not scouting the nearby planets. I have changed what I build and in what sequence though.I build a capital ship factory first, then the metal/crystal mines. (This allows me to get the capital ship out asap).With the frigate factory, I use up all my fleet points by first building a colonizer, then all fighter frigates and another colonizer as the last ship.I then have a capital ship and 8 or 9 fighter frigates ready to invade a random planet at 4 minutes and something. I send in the colonizer ship after the planet is cleared out of enemy. I'm replenshing my fleet while it is fighting always keeping my available crew at zero. After the first planet is cleared out, I immediately attack a second planet system and I use the second colonizer ship I built earlier to populate it.This is all experimental for sure, and it's probably not much different from most other players.
While a more "standard" build, the above STILL doesn't explain WHY you're skipping scouts. You're skipping scouts we understand that, but there really is no reason to, given what you've described.
It all comes down to one issue: cost/benefit of a single scout at the start. Just two examples of why even the above build is MUCH better with 1 scout (which will, AT MOST, set you back about 30 seconds).
1) If that first jump is into a dead system, you've lost AT LEAST several minutes, right there.
2) You're literally wasting time waiting for 1 cap and 8 to 9 fighters, because you don't know what's on the other side. If your scout identifies an asteroid, no NEED to wait for all frigates to build. Jump the cap only, followed by the colonizer.
So with scouts, your strategy is IMPROVED. Your essentially taking a handicap under the guise that a scout prohibits your strategy, which IS NOT the case.