The defense stations I build at each planet without a starbase are basically the AI designed defense base, with a medical and recreation facility slapped on. In the portion of the game where I tend to be in the red, these stations are costing me about 12k to build and 3k of maint, if I recall correctly. Not cheap, but cheaper than a defense fleet, or worse yet, eating tons of pirate raids. Those raids can cost a LOT of money and materials. I have seen those defense bases take a good size pirate fleet with no trouble at all, so perhaps I could downsize the default one a bit to get some savings there.
I have been bad about upgrading my command and commerce techs, so I'm sure that's something I should focus on earlier.
I've noticed an odd quirk that I have to assume is a bug, even if it kinda makes a little sense: When I build a civilian mining station, I pay for it. When I upgrade a civilian mining station, I must have enough money to pay for the cost of the retrofit. However, and this is the weird part, when I actually order the retrofit, the civilians pay ME the retrofit cost.
I try not to take advantage of that, because it seems wrong, especially given that the game makes sure I have enough money to pay for the upgrade in the first place. But honestly given how much cash the civilians usually have, I could just slap a bunch of crap on their designs and force them to upgrade whenever I want more cash.
It's funny how many seemingly obvious bugs like that there are, given how long the game's been out. This game could really use an unofficial bug-fix patch, but it seems like the community is really tiny, so I'm not holding out hope. There are some cool looking mods I plan to try out after I get a good handle on the base game.
One thing I really wish was that the financial information window actually reflected reality. The cash flow number is meaningless, the bonus income is meaningless, I'll be running in the red sometimes for cash flow, and yet my actual cash on hand is skyrocketing. Other times I have a nice healthy cash flow and bonus income, yet my cash on hand is dropping! The non-bonus income should be easy to predict, since it's based on taxes of a fairly constant population, and maintenance once again is completely predictable, so the cash flow number ought to be a lot more reliable. Bonus income is based off the doings of individual civilian ships, so I can see why that's basically impossible to predict.
Nevaris:
The constuctors when not in automated mode will still pick up queued construction jobs, which is how I handle them. I have all my constructors off automated mode, then I'll go into the expansion planner and queue up jobs for them individually, or go into the resort locations window and queue a resort, etc. This way they only build what I tell them to build, but i don't have to actually ever select a constructor (unless I am trying to repair ships in a debris field, or something like that.) They seem to usually stay fueled, I believe they fill up their tank whenever they pick up construction materials, so unless you have a fuel shortage at that location you shouldn't have to tell them to refuel, but the game is nice enough to give you a warning when a ship's fuel is low anyway.