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Depending on your ethics you can increase your influence gain or make expanding your territory cheaper (with authoritarian and xenophobe respectively), the domination tradition helps with the former (but is an otherwise weak tradition for non-slavers) and expansion tradition also helps with the latter.
The single best way to increase your influence generation is to expand your fleet to increase your power projection (and thus influence generation) and your ships can be completely empty for this to work (and you can retrofit them anytime if you need them to fight) but if you've met other empires then declaring a rival (preferably far away from you) is also a good way to gain more influence.
Lastly, first contacts are a good way to get chunks of it and if you play a friendly neighbourhood empire you can get even more from it.
And yeah, speed up the game. I play on the x3 setting about 99% of the time.
Its set up to be a fairly linear limit on pretty much anything that requires it.
Guess since I have the time I'll start building lots of ships to park over worlds I hope to claim later.
The only exception to those 2 starting traditions would be Synchronicity, which is kind of a must first pick for hiveminds just to get Instinctive Synchronization, then forget it exists and start filling up prosperity or supremacy as normal and fill out the rest of synchronicity later on.
As for expansion, aim at nearby systems with planets you can colonize early on and chokepoints to close your territory and keep the AI out of your future space, fill in the gaps over time.
I'm guessing you're only claiming individual systems you're interested in, as opposed to claiming as you go, am I right? Claiming a system that is 2 jumps away from another system that already has an outpost has the same exact influence cost as claiming two systems that are 1 jump away (meaning you pay the same as if you'd claimed the system in the middle). You should claim as you go, not just hyper-focus on specific systems.
Furthermore, first contacts give you a ton of influence (50 or more, depending on a few factors). Assign your envoys to first contacts ASAP to get an early influence boost.
All these reduce claim cost so the more bonuses above that you have, the easier claiming will be in war. If somehow you get it reduce to 0% cost claims are free. I'd say militarist is strong in boosting your fleet and making war more convenient as even neutral ending wars will be costly on territory to the defender.
At full swing this means you will be able to claim everything your ships are sitting in. Meaning the empire that didn't specialise in claim might be able to conquer 30% of an empire but only get 5% worth of claims managed. Since they for example might not be able to take the entire empire in time to game a conquer war of conquering entire empire.
You can also get events to buy influence from the culture enclave factions if you can discover them through exploration. You should also avoid deals with other states that aren't crucial to your survival. Every agreement chips away at your influence production so you need to secure your border claims before accepting those deals.
Using closed borders to gain choke points is great, but man doesnt it hack off other empires. Everytime i use that option i usually get some Hedgmonic Imperialist declaring war on me with a fleet size of around 1000.
Yes, I've learned not to leapfrog, but it's still a cost of 75 to claim a system and 3 pts per month. That's 25 months per system. Other adjustments can boost this, but it's still going to be a slog of less than one system per year most of the time. I don't know how you're calculating several systems in only 12 months.
At the start - explore to find planets -> then only take sectors that will get you to choke points and habitable planets. Leave the rest for later***mostly
You have enough time to go down the expansion tradition for influence reduction before you start taking any or many sectors if that is your preference.
Otherwise, most builds just tolerate the low influence gain during the early game. This mechanic makes you plan very carefully just which systems you need to control. Eventually, your Influence gain improves, and can even pick up to 12-15 per month late game.
Meanwhile, when you can't build Wide build Tall.
Yeah influence farming by discovering other civilisations is great, and a good reason to get some units out exploring when you can.
And when you do, make sure you trade Communications with them if you can. This can really snowball a large chunk of mid-game influence, and uncover most of the map.