Once all player moves for a turn are complete, the turn is executed
Non-interactive combat resolution a the end of the turn
Scout ships Small, unarmed vessels with unlimited range used to gather information.
Colony transports Large vessels that only exist to transport a group of colonists to a new star. Once the colonists debark, the transport ceases to exist as its parts are used to support the new colony.
Escort Small interstellar armed vessel
Assault ship Medium sized interstellar armed vessel
Capital ship Largest interstellar armed vessel
Defense platform Small defense system dedicated to the defense of a single planet. Combat equivalent to an escort.
System defense boat Medium sized system defense vessel. Equivalent to an assault ship in combat. May be used in defense of any planet in a single system.
Factory Production facility on a given planet. Increases output of one unit of population based on the level of factory technology that has been developed.
Robotic Industry Production facility that operates without an accompanying population unit.
Basic Turn Mechanics
Spend on building ships
Spend on building facilities
Transfer population to colony transports
Form ships into fleets and break ships out of fleets (if at a star)
Spend on technology buys
Scout ships can move independently and over unlimited distance
Unarmed ships that are not escorted may be destroyed on entry into a new system
Without hyperwave technology, fleets always continue to their destination system
Fleets never encounter each other in open space
Fleets move at the current guidance velocity for their side
Fleets are destroyed if they move beyond guidance range of all of their side’s beacons
Ships that aren’t scouts can only move as part of a fleet
Every fleet must have an admiral assigned to it
One ship with an admiral can be a fleet
When a fleet enters its destination system it ceases movement
If fleets from different players are at the same star then combat will occur
Combat ends when a system contains only ships from one side in a system
Planets with defense platforms may be reduced by attacking and destroying those platforms or interned.
Production on planets that aren’t interned becomes available to the controlling player after some delay
The owning player may perform planetary bombardment to reduce planetary population. This eliminates one unit of population capacity for every unit of population removed. Likely only relevant if you expect the enemy to reclaim the system soon.