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Also, since frontier outposts have an influence outpost and the maximum influence gain you can get even when you have your factions enamoured with you is ~6-7, you should not rely on outposts for your expansion needs.They are best used to claim systems of interest (With rare strategic resources) or ones with worlds you plan on colonizing later (So that you can dismantle the outpost once colonization has completed.
Also, if you are a new player, I'd suggest turning off advanced AIs (They get a head start on you) and Fallen Empires (Hyper-advanced fallen civilizations that no longer expand, but will kick your face in if you piss them off). Many new players have difficulties with those two.
and I did throw a fallen empire in there just for a wild card, Again I am counting on the massive size and low density of the galaxy to give me time to get on my feet before things get real.
If you hold shift you can chain several commands that your ships will follow, so if you do that and right click -> survey every system within your borders with the science ship selected it will survey them one after the other without you having to issue a new command after every system.
In general there will probably be a lot of systems with resources that you can't access, frontier outposts cost monthly influence and influence to build, so keeping more than two or three up is tough until you got the appropriate techs.
Once you got them you are usually so big that a few additional systems will barely affect your production and the influence is often better spent in edicts like grand fleet or state edicts like government attraction on conquered planets. So while they can kickstart your empire a bit, outposts in mid to later stages become more about accessing key-points like a planet you want to terraform or a strategic resource.