Focusing in an all-x doesn't work so well anymore... but as with every change they make its a matter of adapting. I've had no problems with an all-x in the TA betas... and all labs is easier than ever with the Altarians.
As for the many strategies... pick one you like. There are sub-optimal combinations that will rarely work, or only work with a lot of practice (try making most of your income through trade routes on suicidal. Can be done, but the effort isn't worth it 99% of the time).
Basically, from a looooong meta view of the game, on suicidal - I just beat the AI in one thing, and use that one thing along with a little balancing to win. For instance, my first AAR was because I wanted a tech win.
But sometimes, like
here, I really wanted to just beat the AI by dominating space with ships. It is, IMO, MORE efficient to never build combat craft and stick to only transports (very easy with just allies... read my rough outline in
My Greatest Comeback Win Ever!), but say that you just WANT to beat suicidal using combat ships.
Well, take the military party, and all combat bonuses... and then actually research all the bonus techs... maybe even go good. A +40% repair rate isn't that bad when you have a bunch of 200 hp huge hulls flying around. Or use fleets of mediums. It is HARDER to start by taking the military bonuses vs. economic (a little harder, not much different really once you get used to it), and you might not get as large a score... but in the TA beta I've played games (with a mix of labs and factories) where I made battlecruisers with 450 hp EACH with over 1000 pts of combined attack and defense... by stacking up on bonuses.
OR, win through diplomacy. Go with all diplo bonuses, and research the diplo techs first, and then just buy the AI out from underneath them.
OR win through speed. Build an overlapping array of 16 starbases that all give +3 speed to one square next to a planet. Launch ships, and then slingshot them 48 spaces to anywhere you like. Spore ships are great with a "warp tunnel" set of starbases like that set up.
The thing is, the AI plays an OK game (good job Frogboy, the following is not a critique of your AI coding skills), but is horrible at tactical combat, managing its fleets, invading planets in a timely manner, defending the planets it has, knowing when it is losing, knowing when it should not trade, allowing planets to be flipped, managing morale and pop growth, researching for a tech win, etc. etc. etc. Just pick a weakness, focus and exploit.
Give me a scenario and a play style you would prefer, and I could tell you how I would approach the problem. If I had free time, I might even be able to do up an AAR to show how I did it. But the game has so many play styles available, and so many settings, it is hard for me to write a strategy guide for how you play. That is what is so great about this game and gives it its replay value. A tense 9v1 suicidal cage match on a tiny map is a very different tempo and difficulty than a 9v1 in an immense galaxy. I prefer to do my demos on medium maps, just because those are the defaults, and as Iztok mentions, what the AIs are best designed to handle.
Hope that helps,
~ Wyndstar