I should preface this with "as TEC"... Personally, I start off by maxing my homeworld cap, building 5 light frigs, 1 colonizer frig (for capturing resources in asteroid belts or at gas giants, as well as a faster flight craft to zip around and grab free planets), then 2 scouts and send them off to auto-explore while I build my cap ship factory, and 1 each of a civ and mil lab. I'll then push out an Akkan for colonization of border worlds, and while I'm bringing it online, the scouts have found my best choke points. I fleet up the 5 light cruisers with the Akkan, head straight for the choke points and take them over first, while teching the gausse rail platform's first improvement, laser improvements, and trading post and the first level resource boosts.
Once I get the choke point border worlds under my control, I've already built up more light cruisers to fly around every planet behind them and clear out the local militias and am jumping my colony frig around to pick up those worlds and beefing first the population, then doing exploration on the worlds that show they may have artifacts. While doing that, I'm setting up a frig factory and a small contingent of defense platforms to protect the frig factory and help support some small craft that guard the border world. I then use this border world to actually level up my cap ships... Once this zone is established, I then and only then take down my cap ship factory and rebuild it at the border world, protecting it with another 4 defense platforms and 1-2 repair platforms. I'll sometimes also put in a couple fighter platforms as well as light carriers for harassing/killing any Pillagers the pirates send. One cap that's leveling up, as well as a decent contingent of light cruisers and defense platforms with complete bomber loadout (no strike craft to worry about with pirates) and repair platforms can usually eventually take out the Pirate raids until fairly late game and it makes for a great "Proving Ground" for the caps to level up at while they watch it. Build a new cap, send the one there off to the main fleet at level 4-5... Endless supply of cap ships ready for the front in better than fleet newbie condition.
I do other things in between, but this is my usual workout, as a "newbie" myself, as well as a non min/maxer. I'm sure I'm doing things the vets would say I should never do, but on all but Unfair AI setting, the above seems to work for me quite well as TEC. I should probably play the other races enough to find different ways of doing things, but...I'm old, so I don' care. lol
I then start building trading posts in the backfield as well as more labs and get repair platforms and improved repair up, then get a pair of those put up by the defense platforms at my border planets.
By this time, I've enough resources to tech up my missile weapons for the building of my main fleet, as well as getting teched to broadcast towers to help push my culture (thus eventually influence) to the worlds past my border worlds, then tech up my auto-cannon ammo. My fleets mainly consist of heavy on the missiles with secondary on the auto-cannons, as missiles can actually usually chase down scouts and fleeing enemy craft.
I also NEVER pay the pirates off. I find out what world they're going to hit most, build up defense platforms, trade posts, and other "targets of opportunity" to actually force them to go to these choke point worlds,