(not too often because the games usually stretched to something like, 4-6 hours?!)
Only on huge maps. Once you get some experience, it's 3-hours tops, 1-hour typical for a normal-sized map.
Last game was AI on hard but my ally ended up turning into some monster galactic empire with 1000000 ships...I didn't really have to do anything :/
The AI can be very unpredictable at times, often doing very well or very poorly seemingly at random. Unless you're playing unfair difficulty or higher, there is a very real possibility that the AI is going to suck simply because it made a few very poor choices (for instance, trying to rush on a massive map, screwing over its long-term economy).
So, my favorite civ is the Advent, (i forget why). Usually start out a game by building a capitol ship, missionary, 4-5 of the um... disciple ships. 1 upgrade to civilian infrastructure, the mining things too.
Do you have the expansion pack? If so, I recommend turning on quick-start. This gives you several structures and upgrades, including civilian infrastructure and extractors, for free at the start of the game. This gets things rolling much more smoothly.
I'd also recommend trying the Progenitor Mothership (especially if you're playing on non-fast game speeds). This will save you money and time that a missionary will otherwise cost you. You can also split up your forces and colonize in two directions at once, which is more useful on faster game speeds where you have the cash to do this efficiently.
The whole percentage thing for fleet upkeep really bugs me, ESPECIALLY because it's percentage wise, meaning that if I expanded my economy to offset costs the upkeep would go up too (which is totally not cool).
I've never found a feature so universally reviled as upkeep, and yet I've also never found a feature that's had such universally positive effects on gameplay. It's very annoying, to be certain, but this minor nuisance creates a great deal of strategic depth that adds to the game as a whole.
Anyways, it's very easy to play defensively and out-economy the AI, and this will easily take you to the highest difficulties. However, you won't get too much mileage out of these tactics online, since human players strike early and much harder, so you will be unlikely to survive if you don't have a sufficient defensive force.
I think this might be problematic in expansion since I normally just go planet to planet, rather than attempting to colonize several at once with a divided fleet.
This depends on the map; sometimes one large fleet is the way to go. Other times, as you've realized already, you're better off splitting up. This applies both to expansion, attacking, and defending. Turrets work well against the AI, but human players simply go around them or attack them with long range units or strike craft. This means they're not very useful in multiplayer and practically worthless if you don't have a fleet nearby to support them.
Your best defense is the scout; if you know the enemy is coming, you can redeploy your fleet accordingly.
I suck at micro-ing battles. I leave all of my capital ships' and frigates' abilities on auto fire, normally because whenever a battle starts I go into cinematic mode and start thinking about Star Wars.....
Well, you don't need Starcraft-style micromanagement to succeed in Sins battles, but you do need some. There are many abilities that can be left on autocast, but there are many others that simply cannot. As Advent, repulsion (the upgraded ability of the Iconus Guardian) is your ace in the hole, and you will need to manually use it to be effective.
At very least, toggle the autocast of capital ship abilities between battles so you control antimatter usage. A very common problem I see with biggers is they leave autocast on and their capital ship blows all its antimatter on little skirmishes and then all their special abilities are completely depleted when it really counts.
I normally hit around 40-50 credits/second, 8 metal/sec and maybe 6-7 crystal/sec before upgrading fleet upkeep
What constitutes "high" income is very situational. If you've got a big fleet and are constantly fighting an opponent, 50 credits per second is a very high income and very good. If you have zero upkeep and you've been playing expansionist (and the enemy hasn't managed to stop you) this is actually a very low income. In an average-case scenario, you'd start building your fleet before this point, and your income and fleet levels would grow together.
but from what I've seen on the forums people can get much higher than that - HOW??!?!?
Oh yeah, you can hit very high values if you manage stay out of upkeep. This is going to be limited by the size of the map and how big an empire you can make. However, 100 credits per second is definitely doable on a normal-sized map.
The key to truly monsterous income is trade. Trade ports get more profitable as you grow your trade route, and are unaffected by loyalty penalties. This means that very large empires can produce absolutely massive amounts of money from trade. In a best-case scenario on very large maps, I've heard of numbers as high as 600 credits per second. I've personally hit over 300 in multiplayer.