imo, best strat with 7 players, was what we did in MW, but each strategy needs to reflect the players you have, and using their strengths, and online times at start to most effectively produce.
7 players,
1 rev-
2 Cfs bankers
1 Pax
1 war
1 custom
1 cammar
cammar rev and 1 banker goes7-9 TOs
Ward and pax build 8 endu and max mines,
custom gets RCs and 35 food and some endu
main banker builds 116 CFs and mines and endu, on HP and gets and early e ship, to explore an iron planet to boost production. building some endu on it.
then 24 hours has past or 30 hours in now,
con builder needs to get to half built, to do a wave of cash, to pass off, to a waiting banker with transports, harder in andro, as no extra planets in HS to use.
hope your bankers demo their farms, and could add 5 lqs on ur Rev.
now its just up to your builder to make sure he is planning effective jumps, and getting family involved, most players will get board as u have all ur empty home planets, so u can slow ur own eco down to build them at full price or continue to use the Con builder to do builds and explore. and adding RC on the players Home planets with no infra, to be able to get cheaper e ships on other players.
problem is some people don't like the passing planets method. but, construction builder will always pull ahead, if doing good jumps.
each build costs of mines and RFs u get ,6 .7 more infra down and saave more money, to add more infra elsewhere. each extra building produce more then the other teams, and goes on and on until u have huge lead.