Thanks for the thoughts, Nels. Would be really interested to know what jumps out at you when you do watch some of the videos.
Will do!
Scientific are the HQ type that will be most short on claims, so you have to take advantage of their strengths. I assume you are not building any Water Pumps, Metal Mines, and Elemental Quarrys?
Yeah, my opening was almost always a Steel Mill, the O2+fuel building on an H2O tile and usually a food building. Sometimes I would build an aluminum mine since I need so much Al for HQ upgrades and I find the early game price of Al usually skyrockets and if I don't have access to my own supply, I'm often frozen out of being able to buy it for a while and end up way behind the other colonies (since a lot of my O2, fuel and food/water is being consumed by my own colony anyway, I don't have a ton of resources to sell at HQ level 1 without going into huge debt, as I'm already going into debt from not having enough power).
You also definitely need to go either into Patents or the Industrial Lab. With the former, you can get some very useful patents like the Energy Vault, Perpetual Motion, and Teleportation which will mean you need much less Power and Gas. You could also pick up Cold Fusion early and skip Power entirely if you can get a bunch of Water Pumps up. I'd recommend pausing the game when you get the Patent Lab up so you can take some time to read over them.
I tried going the Patents route a couple times, but I couldn't justify a Chemical bldg until at least HQ2 and a Chem bldg + the Patent lab takes up 2 of the 3 claims from that HQ level. It ended up being I'd get a few patents but I'd be hugely in debt and then all the other colonies are shooting tons of goods offworld and I'd just get bought out. Now that I've got a slightly better handle on things though I'll give it another go for sure.
Maybe an interesting thing for Scientific to have would be able to build a Patent Lab (or maybe any one of the special buildings) without needing to use a claim?
Let me know if any others besides Superconductor don't make sense. A much simpler strategy is to build an Industrial Lab early and pump up the output of whatever resources are worth the most or are the hardest to get. (If you are short on Power, just get a few of the Power upgrades, for example.) If you do, upgrading Chemicals first might be a good idea because each new upgrade costs more Chemicals.
I think I built an Industrial Lab once and I didn't get much use out of it, but I'll have another muck around with that.