ou can do what lord_dark_cloud suggested. It is very advisable after all to build about 30 ships early on.
But with TEC you can also go capital ships first. This doesn't mean you shouldn't build any of the other ships. Start with one Akkan cruiser and two scouts. Discover the next few asteroids/planets and conquer one or two asteroids first, not the planets yet. Get one military lab for each cap ship. Get to lvl 3 in the officer's tree so you can have four caps. Delete your scouts. Build either a Dunov if the enemy is far away and the rebels are not too massive or a Kol/Sova if you need more firepower first. It is important that you build all of the 3-4 ships first, then upgrade them first to lvl 3, then get a repair station or two at a choke point or your homeworld immediately. THEN and only THEN go for the armor, hull, shield and weapons upgrades in the military tree.
In case you get rushed (which will be very likely in MP), show the intruders the combined power of 3-4 capital ships lvl 3. You will bust 20 assailants easily even if they force fire because you literally tear their armor apart. If one of your roids gets hurt by enemy planet bombers, send out ONE cap-ship (esp. the carrier), it will certainly be a bluff to draw your main force away. With 3 fighter squadrons they will get eaten up pretty soon. For the enemy LRM/LRT-ships, MOVE through them, so they get a to-hit penalty while you do not because of the akkans ability 
In case the enemy shows up with bomber carriers, OUCH. But do not despair. Move inside their combat frame to improve your firepower. You should build about 10-15 light frigates at this point. The enemy will certainly try to down one of your caps by bombing while your light frigates have anti-heavy-armor to counter the carriers.
From then on, you have two options: building 3 Kols and 1-2 Marzas to concentrate on the cap-ship line (which can be a very hard boost against your oponent) or building up a more diversified fleet with carriers, gardas, etc.
Do not worry to colonize one of the nearby planets. But don't do more with the cap-ship strat because you can't disperse your cap ships too much or they will lose their synergies. After all, this game is not Sim City 
The downside of course is a lack in initial aggression on maps with more than one player. Yet you get lots of cap-ship experience early on. Who needs a lvl 8 Progenitor early on when it encounter 3,4 or even more lvl 3-5 cap ships. You see that flash of light, yes? ^^
Later on you will have lots of cap ships with lvl 6 + which become quite a nuisance to the enemy if microed correctly. Mind that you are king in your own territory with lots of repair bays and fighter hangars.
As I posted elsewhere, this strat helps very well to combat any AI of any lvl, but maybe that is also map dependent.