No, I don't mind answering questions at all. I think back to my best experiences with games in the past and they usually coincide with good community experiences. I'll just add that I'm by no means amazingly good at the game, but there are plenty of people on these boards that can answer more advanced strategic questions.
In DA, I found that the best strategy with the Korx was to use your trade routes as primarily a way to avoid war with your most militarily powerful neighbors. Trade routes and treaties create a kind of lasting goodwill, the AI does not like to go to war if its going to take a fair economic hit to do it. Some of my most interesting games with the Korx have involved quickly identifying the biggest military players in the early game, setting up trade with them, and then using my economic advantage (I also invest pretty heavily in diplomacy with Korx) to buy my most powerful military neighbors into wars with eachother. At this point, you can take advantage of your superior economy by either militarily or culturally absorbing one of your weaker neighbors. Keep in mind, however, that you'll have to keep up enough of a military for the early game so as not to appear "too ripe" a target.
At this point, you just have to keep your neighbors so embroiled in war that you can win a cultural victory through attrition. Also, form as many alliances as you can, because Allied civs don't get upset when you culture flip their worlds. Hah. Trade routes are a great tool to improve relations so alliances can be relatively easy to achieve with the Korx, especially if you can put some money on the table.
As far as additional trade routes go, you get some for every trade tech you get. I believe the Korx start with them all in DA, so you're probably just straight up hard-capped at 10 routes that you establish, though your allies will probably establish more with you as its a per-civ cap, not a total between players.
As far as what kind of techs people are getting, I can give you an extremely summarized version from what I recall, though I haven't played every race well enough to memorize their tech tree and they are quite a bit different than in DA.
Terran - Play the closest to standard DA. Have a few unique fleet techs like Fleet Warp Bubbles that you can build on a ship to increase fleet speed, and others that increase attack/defense as a %. Also some unique diplomacy/influence related techs.
Drengin/Korath - Are pretty similar (outside of their super-abilities which are pretty different), they use a lot of very cheap maintenance buildings that allow them to get off to a powerful industrial/economic start. Definitely the "military-rush" civs. The slave factories have some -%influence for each factory, so winning a cultural victory with these guys is pretty unlikely, and you can be forced into war to avoid a powerful influence civ flipping your low influence planets. Fortunately they are pretty war-oriented

Krynn - Have insane moral/influence buildings, I think the last game I played with them I managed to get my tax rate to like 80% with an 75-80% overall civ moral. They also get some unique espionage techs and cheap, insanely powerful influence starbase techs.. the highest gives +100% influence and it can be reached midgame.
Yor - Have a lot of 1 per planet type buildings, like an efficiency center that provides a pretty big economic boost (more than a stockmarket) available pretty early. They also have a few lines of tech that boost efficieny (just a flat +% economic bonus per tech), and some Cybernetic Inguenity line that is a +% research tech. They don't use farms but instead use charging stalks which provide a small amount of food and moral. Like the Korath/Drengin, definitely one of the more military races.
Arcean - Have very little in the way of propulsion tech, but can build navigation centers on planets that increase the speed of all ships built there. Very easy for your early game ships to have 4-5 speed, but very hard for them to ever get much faster than that. Also have weather control buildings that add +3 PQ to their planets (overall gain of +2 counting the fact that it takes a square), but hey if you've got 20 planets thats 40 extra buildings you can make.
Iconians - have a lot of precursor tech available very early. One per planet types, very powerful, very high maintenance. Lets them get a research edge pretty easily but leaves their economy hard to handle until you reach their 1 per planet +50% econ building which helps out tremendously. Also, no real farms like the Yor, so hard to get decent size populations which hurts their economy later on. Their ships have extra HPs and +100% repair speed once teched up so they can be hard to defeat in hit and run tactics.
Torians - Very powerful economy out the gate with super-breeder, powerful morale buildings and big early game populations helps them afford tons of cheap ships. Their research line of techs starts off a bit weak but like the Yor their research line evolves into a bunch of +% bonuses which helps offset it.
Really, there is a ton more but I think you'll enjoy playing it when you get it, it plays like a whole new game.