Yeah definitely, pre-warp is the way to go. I’m of the opposite school of thought to the automation brigade - just do everything manually, don’t let the game play itself. :)
I’m far from an expert here, more of a dabbler, but was overly keen this morning so here’s a very rough guide on some first steps to getting going:
There is a lot of help built into the UI that links to an extensive Galactopedia, use it as you go to delve deeper on each topic. Using the empire tree on the left is extremely helpful throughout also. Learn the UI, it’s dense but capable.
Overall Goal - Standard 4x Stuff
Your goal is to 1. Explore with an eye towards 2. Expanding (by finding habitable planets) and 3. Exploiting (by mining the resources that you need to build more stuff) which then allows you to 4. Exterminate the other races you meet. :)
Map
Look at your surroundings. Read the Galactopedia section on ‘planet and star types’ - it follows reality in that the different stellar bodies are more likely to have certain things present, eg. Main Sequence stars will be more likely to have habitable planets around them. Use this knowledge when deciding where to explore.
Finances
Look at your Empire Summary (F6), take note of the budgetary stuff. Learn about the split between state and private. Most income is from colony taxes. Most expenses are from maintenance costs so that is the main thing to watch here when ordering ships.
Colonies
Check your Colonies (F2) - keep them growing by watching their happiness/approval (‘Population’ tab). Research/build structures that improve this. Set a low tax rate on newer colonies to keep them happy, since there are so few of them they are not really worth taxing initially anyway. To fully develop colonies, the goal is to give access to 10 luxury resources (5% bonus for each, up to 50% max).
Research
On the Research screen (F7) you have 3 research fields each with their own tech tree and you research on each tree simultaneously. In the ‘Research Stations’ tab you can see your ‘Outputs’ and ‘Total Potential’. To maximise research you increase your outputs up to this potential by building bases kitted out with research modules (there are 3 types, 1 for each of the 3 research fields) in areas that give bonuses (Galaxy Map (G) can show you research locations, as can the empire tree on the left side of the screen). Early on you can focus on things that improve colony growth (happiness) in your colonies, things that let you explore better and build bigger ships, and whatever weapons you fancy.
Design
(F8) Everything is modular. All designs are hulls of various sizes that determine an overall ‘role’, and hold different amounts of modules that provide various features and stats. Each module has its own resource requirements for construction, and can be individually damaged and destroyed. The built in designs are far from optimal but sufficient when starting. Many people redesign their Space Ports to include more research modules for example, or increase the fuel capacity on their Explorers, or weaponize their civilian ships and mining stations so they can hold off threats until help arrives. There’s a lot to consider here with the way fuel, energy and reactors work with the interplay of weapons and shield charges and it’s fun to play with but I’ll skip it for now…
Construction
Your colonies have ‘construction yard’ modules that allow them to build Constructor ships and bases on the planet. The number of ‘construction yard’ modules they have determines how many things they can build simultaneously.
Constructor ships built on your colonies have their own ‘construction yard’ modules as well. They can build bases/space ports and mining stations (amongst other things like repairing). They are very valuable assets.
Space Ports
These are built by your Constructor ships and also have their own ‘construction yard’ modules, which are responsible for building your fleets. Space ports also have Docking Bays that allow freighters to deliver resources, and refuel/repair/retrofit facilities. The number of Docking Bays they have determine how many ships can dock simultaneously. They are important as they are a hub for the flow of resources around your empire as well as basing for fleets. As you research new modules, you update your designs to incorporate them and retrofit your ships at your Space ports.
Resources
The economy is fully simulated - when building something the needed resources have been mined somewhere, and physically shipped to your construction yards via freighters (all visible on the map, and you can select them and see their cargo - and enemies can destroy them). Every module you need to build has it’s own resource costs. Resources are harvested by using your Constructor to build mining stations, the civilian sector will also use their own mining ships automatically.
Initially you look for gas giants to provide fuel (Caslon, Hydrogen), and sources for the more common early building materials (Steel, Lead, Carbon Fibre, Polymer, Silicon - see the ‘Colony Growth’ Galactopedia screen). Then think about finding 10 Luxury resources to maximize colony development. The Expansion Planner (F3) is your best friend here - you can see a lot of info about what you need, and what sources you have (Resource Targets by Empire Priority drop-down). Find them and send your Construction ships to build mines there.
Characters
These arrive at various points and provide bonuses and maluses (some initially hidden), that develop over time. What types you get are affected by your actions in the game - build more warships, get more Admirals. They usually need to be assigned to an appropriate location to provide their stat adjustments (such as to a Fleet or a Colony). You also have Intelligence Agents that you can use to cause all sorts of trouble. Early on it’s either counter intel or stealing maps.
Troops
These defend your colonies from ground invasion, and allow you to invade other colonies (via transport in a Troop module). They have high maintenance costs and are not overly important early on so avoid building them.
Diplomacy
Won’t say much here either as early on it will be the Pirates come knocking offering ‘protection’. Here it’s best to capitulate and pay them off until you have hyperdrive and some weapons and can engage in your first act of Exterminate.
Fleets and Military and Colonizing
I’ll leave these for now since you won’t really touch them pre-warp and I’m getting sick of typing. ;)
First Steps, or TL;DR
So with the above in mind (!) and playing Pre-warp, first set your research (I’m sure there will be debate on these but hey): Energy & Construction - energy collection (reduce fuel reliance), space construction, enhanced construction (bigger hulls). High Tech & Industrial - medical systems and entertainment systems (increase colony happiness). Weapons - whatever you like though heading up beam is as good a start as any, and also look to include armour.
Set your starting Colony tax low, like 8% or something. They’ll love you. Be frugal and watch your maintenance budgeting when the AI pesters you to build more ships. It’s ok to be slowly losing money at the start, you have a fair bit and your colony should grow quickly.
Pirates will demand protection money early on. Accept it - they have warp and are stronger than you, you can kill them later.
Build a Space Port right away. Small is ok. Then build a Constructor or two and a couple of Explorer ships. The Build Orders (F9) is probably the easiest way. You can design better ones, but that is it’s own complex topic (see Timotheus post for plenty of stuff on this).
You are then looking for your Explorers to comb the system for ruins (goodie huts) and derelicts (repair them with a Constructor, then you have an early warship or a good research bonus if you scrap them at your Space port). With your Constructors you mainly want to be building mines, prioritising fuel and the basic resources you need to build more stuff (Expansion Planner).
Think of how to get your research Output up towards the Potential. You can update your Space Port design to include more lab modules, and/or get your Constructor building some research stations in spots that give bonuses if there are any. Many people design a ‘general purpose’ research station that includes all 3 lab module types. If you have any Scientist characters with decent bonuses, make sure they are at a station with an appropriate lab module.
You will find hyperdrive enabling tech in your starting system and then your world opens up. A lot…
Once you have researched hyperdrive, similar principles apply on a larger scale. Send Explorers in each direction, scouting likely stars for habitable worlds ripe for colonization, and exploitable resources based on your needs. As you research more advanced tech/modules, your resource requirements will expand. Now you should also focus on acquiring your 10 luxury resources that will develop your colonies further. And you will run into other empires if you haven’t already. You will need to defend your mines, bases and civilians from pirates and marauding space creatures, as well as those enemy empires.
I hope this is somewhat helpful, it is still really only scratching the surface and there’s a lot more that could be added lol.