(If I insult your intelligence on the game here, I appologize. The way I'm reading this you are new?)
Every Planet has TEC militia guarding it, which must be removed. The better the planet, the better the militia that must be removed. Terran and Desert worlds will always need a full 90 supply of 1 cap ship and as many Light Frigates(LF) as you can build, or just 90 Fleet supply points worth of LF if you don't want a Cap. (Not recommended, but some people don't build them, or just build the first free one)
As to "how do you use them?" I assume you mean envoys and Pirates?
Envoys: Research them, build one, and send it somewhere with an Allied/Enemy planet. (Preferably one you have at least a cease fire with) Research its other abilities eventually to boost the ammount of "Like" that you get from them. (As TEC, always research the ability that gives you credits, it's like having a small colony you can tax, that is crazy cheap. But only one envoy should be at a planet at a time, unless you are needing to overlap something like the Vasari's Planet Invulnerability thing on an ally...)
Pirates: Research the option in the diplomacy tree that allows you to offer missions to pirates, open the Criminal underground tab up top next to the research tab, and click on pirates. There will be an offer mission button. From there, it's self explanatory(I don't remember what exactly it looks like, but it's easy)
You can also research something to offer missions to other factions. The higher the reward you post, the more likely they'll do it.
As to the one tech strategy, that's a bad idea. YOu should have 2 of each lab up as fast as possible. (3 Military if playing Advent...Abd I believe TEC, but I may be wrong, to get Long Range Frigates(LRF) out quickly. Early game, you will need these ships. Next in line build Flak Frigates AND Light Carriers to counter the enemy LRF that will come shortly thereafter. Beyond that, the game evolves in too many directions to predict. As TEC, the Probe ability is very useful, and a first tier Civ research. Also, Terran population upgrades are an emmence help early on, but only if you think you have time. They'll boost the population cap on your homeworld and any other Terran planet, but on the Homeworld, you already get a credit bonus. Added onto the fact thatthe homeworld is hopefully the last planet the AI will be able to get to, you'll have a decent chunk of your economy with which to try to get back into te game. (Though you may well lose anyway by that point, but I'm rambling)
Starbases are also something to get out fairly quick, but definitely after LRF, Flak, and Light Carriers. (Idealy, you'll have 7+ planets before a SB goes up, and have bought the first, and MAYBE second fleet supply upgrades)
If you see an asteroid in your early scouting, grab it. It returns credits from its esearch faster than any other planet. Essentially, their purpose is pure economy Support, though they can have other purposes in a pinch.
If I didn't answer your question, please be specific.
-Twiligh Storm