step 1: (day 1, before unpausing)
a.) using the internal market to sell all consumer goods and some food to reach 200 energy, use energy to hire a scientist.
b.) Queue a science ship to be sent out using your starting alloys
c.) send your construction ship to add a mine to your minerals in your starting system.
d.) set rations to nutritional plenitude for the bonus to pop growth
Step 2:
a.) Once you reach 300 minerals, start producing an additional generator district
b.) sell all the excess consumer goods you produce on the regular
c.) Once you reach 300 energy, clear the slums blocker for an extra quick pop.
d.) specialize your economy on your secondary worlds.
Those are general tips. Other than for that, if you want to be an economic powerhouse, it's going to largely depend on your starting civilization. Here are three, general, "strong economy" suggestions of mine;
1. Trade is done best very tall - one of the few things life seeded is decent at. Thrifty pops, clerk jobs abound, grab the galactic market,make your home station purely a trade hub, and rush voidborn to fill your starting system with habitats. For early game rushing, you'll want either to be friends with everyone and pull some migration treaties, or invade some primitive worlds. Byzantine bureaucracy, corvee system, or free haven are your top secondary civic picks.
Alternatively, set habitable worlds low and play a megacorp, with 2 guarenteed starting worlds. This keeps you under your admin capacity, keeps your competition from getting too much larger than you, and you'll be pulling in all the extra revenue. What you specialize your secondary planets will depend on their bonuses. Given the chance, one for minerals, and one for food, make your capital an ecumonopolis in the long run. Though you'll also want voidborn here for trade in your home system. Top civic picks are free traders and brand loyalty.
You can easily reach in the thousands of trade value in your capital alone with either of these builds, around 2275-2300 or so.
2. For purely getting energy credits out of the market and having an economy in which you can buy everything you need, surprisingly, agrarian idyll is going to be one of the best pursuits here. As farmers produce more food per job than miners or technicians do, and food having a 1:1 base exchange ratio on the market, and with the agrarian trait, you can produce 8 food per pop before tech or building bonuses. (and thus, 8 energy per pop per month, once you've stored up enough to exchange. Plus, easier to keep up with the growth rate bonuses, which you want regardless) And agrarian idyll also boosts your stability gained from all those farms, further improving your overall output. Just stick with wet biome worlds on your start for the extra chance of farmland.
Combined with the worker output gain from authoritarians, and you can sell to the market nearly unending amounts of food to exchange for whatever you need.
Works best on higher planet count settings. Secondary civic top picks: mining guilds, byzantine bureaucracy, or if you want to throw in some materialism for research speed and academic privilege living standards down the line, mechanist will bost your pop growth rate and increase your starting pop count.
3. For a strong economy overall, we're going to need to inhabit every bit of land you can, in as quick a sprawl as possible. For this I suggest grabbing post-apocalyptic, as it let's you settle anywhere, and either set inhabitable planets high, and pick up inward perfection if you're wanting to just build megastructures in the long term, or if you want to be more active, set primitive civilizations high, pick up mining guilds as a secondary pick, and invade primitives to expand quickly. (they'll hurt your economy in the short-term, but the number of pops gained from primitives should not be overlooked, given pops are the greatest resource in 2.2.) With mining guilds you should be swimming in minerals, to turn into consumer goods and alloys. Pick up robotic workers as soon as you can too, to further boost your pop growth speed, and bio-ascend, for cloning vats and the fertile perk.