- Game works on cycles (taxes collected, ships take X cycles to build, and so on).
- A cycle finishes when every player/faction has made at least one attack.
- Units may only be used once in a cycle (consider everything as happening 'simultaneously')
- Simple credit-based economy.
- No limits on what you can command, if you can build it, good for you. But see rules above.
- No arcs
- Unlimited turning on the grid
- Speed ratings
- No more than 1 capital ship/platform per grid space, no more than 36 friendly support units per grid space, no more than 36 friendly vehicles per grid space, no more than 2,000 friendly troopers per grid space.
- Traditional weapons (ISD has 60 Turbolasers (600 damage) and so on)
- No fancy starfighter combat ratings (just fire weapons take damage)
- If enemy support units are in same grid space, neither can move or attack another target until all enemies destroyed.
- The rule above applies to vehicles in same grid space in ground combat.
- No other CSP/rules regarding starfighters.
- Vehicles/Support units that fire on troops "pin down" XX number of troops per cannon type (if you fire 48 Laser Cannons, you would trap 480 Troopers from retreating/moving their next turn).
- Troops only damage troops (and are much much more effective than vehicles).
- No travel times or anything like that. You pick a world you are going to attack, the fleet you are going to send, and so on. This will all be chosen at cycle start and is secret. So folks won't know who attacked what where before committing to their own attacks.
- Then we play out all the battles.
Grid will probably be either round A-D Ring with 16 grids or a square one with 10x10 or a combined square grid with space being columns 1-10, and ground being 11-20, etc.