QUICK REFERENCE
As the Q&A thread grows and will continue to grow, this thread will be utilized to clarify the rules or emphasize things which the rules infer but don't explicitly say.
1. HYPERSPACE Calculate hyperspace travel times by adding the Hyperspace Legs from your point of origin to your destination, then multiply that number by 2. This is the minimum number of hours that ship must spend in hyperspace before it can exit.
2. ACTION POINTS 1 Crew generates 1 Action Point for your entire Fleet to share. 1 Gunner generates 1 bonus Action Point just for the ship with a Gunner. At the start of every round, Action Points are refreshed. If an Admiral is in your Fleet, then you get to roll-over up to 3 unused Action Points from the previous round.
3. COLLECTING INCOME happens every Action Day (Saturday). GC is generated by the Strategic Value of your systems, their Resource Sector, Production Centers, and Bonuses. Additional GC is produced by your Leaders and Victory Points as well.
4. BUILDING NEW UNITS must happen at systems with corresponding Production Centers. New Capital Ships DO NOT come with a fresh supply of Crew or Onboard Units, you must provide those yourself.
5. INTERCHANGING UNITS Light units can always step in for Heavy units of the same type. SF/AUX/GAV/INF/Gunners cannot be interchanged.
6. UNDERFILLING Capital Ships do not have to have a complete contingent of onboard units to be utilized. All they need is Crew to move and fire weapons, etc. If a Capital Ship has room for SF, AUX, and GAVs but you only want to stash SF and AUX onboard, then that is fine.
7. TRAINING NEW CREW can be done at any time so long as you can afford it. Crew cost 20 GC up front + additional Time and Cost associated with the specialization you want that Crew to obtain (Officer, Pilot, Gunner, or Advisor).