With the knowledge that we can just send a Pioneer to existing colonies to build them up some more, I present an Yr Albain Plan. This is a Meme Plan.
Plan: Yr Albain
EXP: 173/173.
Construct Pioneer Class Ship 0/20->140/20.
-Yr Albain.
Flames of Naklis 0/25->25/25. -1 BIO.
OOG-87's MicroSingularity 8/25->16/25.
The original Yr Albain colony was effectively a set of Herd-Temples meant to feed Yr Albain's Lifeforce stockpile and the uses that would have for them. Bird has mentioned that more Pioneers can be used to build up a colony, a generic 'build up' action of sorts. 7 Pioneers should make it into something like Orbital City One, I would think, and probably provide enough excess Lifeforce to significantly buff the Wings' time away from Yr Albain. Not to mention the Flames buffing the Wings as well. Might unlock something to further cheapen Pioneers from doing this many too.
CUL: 148/148.
Construct MothaShip Class Ship 0/15->45/15.
Intergalaktik Bookmobile Kompartment 0/25->25/25.
Rare Gubbinz Flea Market Kompartment 0/25->25/25.
Sandscorn Water Park 13/25->21/25.
Winterspite Battlezone Lodging 5/25->25/25.
Cloudsailing Resort 0/25->25/25. +2 Yr Albain Rep.
Well, there isn't much in CUL for Yr Albain, and even counting Winterspite projects as their due to them being allies of Albain, that's literally one other project, since Intel is kind of at a premium. So, (upgraded)MothaShips to patrol the area, seeing as anti-piracy also benefits Yr Albain, because it benefits everybody! Battlezone Lodging to help keep Winterspite happy, and Cloudsailing to give the Exodites some leisure time activities.
FTH: 155/158.
Rite of War 0/10->10/10.
Rite of Natures Wrath 0/20->20/20.
Rite of Natures Protection 0/20->20/20.
Rite of Natures Breath 0/20->20/20.
Rite of Natures Cleansing 0/20->20/20.
Ritual of Lifes Renewal 0/20->20/20. +10 Khimer Rep.
Rite of Lifes Cleansing 0/20->20/20.
Rite of Electric Force 0/20->20/20.
Blessings of the Swarm 0/5->5/5.
FTH is easy, despite the dearth of 'proper' Yr Albain actions, since all the Rituals are duplicated for them, meaning they all technically count. Though I prioritized Nature Rites for obvious reasons. I suspect that, for example, using Renewal to buff the nature on a planet and then chaining it into other Nature Rites would be a common tactic. War is obviously helpful when going to war, and Nature's Wrath is likely to be something they actively spread to other Maiden Worlds because of how much it buffs their home ground advantage. Nature's Protection sounds like it should fit right into their Warding scheme. Nature's Breath, meanwhile, sounds amazing for rapidly repairing stuff like 'a forest that took a thousand years to grow' in a Quest-relevant timeframe, not to mention helping push the Directorate along towards being able to feed a Hive World, while Cleansing sounds amazing for Exodite healthcare. Electric Force might be of use in powering the Wings, if the Eyes can power it with solar energy. It's not like the Electric Rite's electricity won't be mystical in nature. Blessings of the Swarm should also be something they get a lot of use out of, since rats and insects are probably some of the only living things that are still alive on Hive Worlds. Plus doing 9 Rites is almost certainly going to offer some kind of Rite buff project.
ACD: 110/125.
Sandscorn Pilot Gene-Recombination 0/25->25/25. +2 Khimer Rep. +1 Coffin Fleet INF.
Devourer Warforme Study 0/25->25/25. +1 BIO.
Heart of Erichtheo 0/35->35/35. -1 ART.
Nàdair Spáslong 0/25->25/25. -1 BIO.
Khimer gain Pilots for their industrial project, as Renewal in FTH is their bio project, and Warforme Study helps pay for the BIO the Plan uses. Heart is another Wing buff, while Nadair buffs Exodites in general with bioships.
Resource Management
Artifacts: 2->1.
Biodata: 3->2.
Intel: 0
Living Metal: 0
Network: 6
Nuclear Material: 0
Warp: 7