by hoobajoo
My general advice for picking SE SCs first turn is this: it all depends on your starting units, system, and tech. Here's my off-the-cuff analysis for each specific card, keeping in mind these are rules of thumb only.Leadership is a good pick if your starting set-up doesn't need any specific help, since the CCs it gives you will persist into future rounds.
Diplomacy II is best to make up for a lack of invading power, either due to no access to 1st turn XRD/Stasis Capsules or a lack of ground troops.
Assembly is good if you were last or second last to pick, so you can make yourself speaker. Alternatively, if you have good starting influence, it's very possible to force a first turn law through. You'll likely need to pass on Production's Secondary though to keep your planets unexhausted though.
Production is great if you have Stasis Capsules/XRD already, but need more ships/GFs to spread yourself.
Trade II is a good pick if you have bad trade agreements, as you can abuse your authority to get better ones than you would otherwise. This is also a good first turn pick if you're happy with your start, for the same reasons as Leadership.
Warfare II is the best for a quick grab of MR, or for compensating for not having fast ships.
Technology II is always a strong pick first round, because others often do not have the resources to use the Secondary ability. Especially useful if you can get XRD/Stasis Capsules first turn.
Bureaucracy is not a great card early on, but is a decent pick if, like Leadership, you feel your starting situation doesn't need much help. I would still normally take Technology, Trade, and likely Diplomacy over this.