TheVakama112 tries FreeOrion v0.4.3 and gives and overview of the game.
Ships don't have a detection strength; they just have a detection range. Your empire has a detection strength which is shown by the green eye icon at the top (10.0). You can increase that by researching detection techs. How much you need depend on how stealthy the thing you're trying to detect is. Try the first, Active Radar, and if that doesn't work, the second, Neutron Scanner.
ShockPuppetz provides an introduction and tutorial to a recent build of FreeOrion.
ShockPuppetz takes a look at the first v0.4.2 release candidate build.
We make a point of noting that we're not making a clone of MOO2 or any other game. The simpler economic model of the original MOO is also an influence for FreeOrion, in part to reduce the tedious micromangement in games with very large empires. That said, a mod for FreeOrion could be easily made that requires producing the same set of buildings on every planet. And there is detailed accounting and description of what techs and buildings and ship parts do in the UI and encyclopedia in FreeOrion.
Thanks for mentioning FreeOrion, though it would have be nice if you'd used screenshots from a build less than 6 years old!
MegaxXAndbAsEd recently uploaded a gameplay video of a recent FreeOrion build.
There is a FreeOrion twitter account that should have tweets about releases.
Do you mean direction for helping with FreeOrion? Check the forums or How to Help page linked off the freeorion . org website main page. Or do you mean direction about learning Python? Check out the Python website or google for Python tutorials.
Thanks for the plug at 9:17