One thing I've been wondering about is fleets, since I haven't encountered a clear explanation of the concept despite hearing a lot about them. Could someone summarize how they work?
Basically...
1. The way the AI uses its ships is no different. They don't use "fleets" in the sense that you do. Yes they still have warden and hunter fleets and so on, but that's different.
2. The AI does use ships differently now in general, but that's unrelated to "fleets" as you have them.
3. You no longer have global or per-planet ship caps for anything. Note that in prior versions of this game and AIWC, that was the way ALL ship caps were, but now nothing works that way.
4. You have four basic kinds of fleets: mobile (combat or support), battlestation (basic or citadel), lone wolf, and command station. ALL of your ships go into a fleet of one of these categories, and your ship caps are always specific to the fleet in question.
5. Mobile combat fleets are completely made of up mobile ships like strikecraft (formerly fleetships) and frigates (formerly starships), and they are centered around a giant unkillable centerpiece (an Ark or a Golem). If the health of the centerpiece, aka flagship, drops below 10% then the fleet can still fight but it can't get reinforcements anymore. This is called "crippled" status. The flagships cannot die. Ships from the fleet also can't function on planets further than 1 hop away from the centerpiece. Also, the flagships can act as transports for any and all ships in their fleet. Just press L and U.
6. Factories (formerly space docks or starship constructors) no longer have queues or any direct controls at all (WTF, right??). Instead they build ALL of the things for all fleets within 1 hop of them, all at once. So long as the target fleet isn't crippled and the factory isn't in hold fire mode. So refleeting is kinda automatic, so long as you put your centerpiece where it should be.
7. Want to hack? Mobile fleet centerpieces can do that. Want to capture a planet? No need for a colony ship, the mobile fleet centerpieces do that also. WAnt to rebuild remains? The command stations do that, no worries. Science? Command stations just grab that for you, too.
8. Mobile support fleets are just like the combat ones, but typically have... non-combat stuff. Like engineers or factories or whatever that you can bring with you out into the hostile territories.
9. Battlestations mostly build things that can't move (aka turrets and minefields), but the battlestations themselves can move. They are slow and cumbersome and it's not meant for you to be moving these around a ton. But think of these as mobile caps of turrets and mines and tractors and whatever else. You can stack them on planets, or use them in enemy territory for a beachhead, or whatever. A planet of yours without a battlestation or citadel is probably pretty vulnerable, so where you choose to put these is important. You can move them between planets specifically so that you can easily reconfigure your empire as needs change.
9. Citadels are just battlestation fleets that have a freaking (formerly called) fortress at the center. So these things are extra powerful on their own.
10. Lone wolf fleets are the most rare, and are just Big Powerful ships that act on their own. One-man armies, so to speak. The spire frigates are the only kind of these you get right now. They are terrifying, and work like other centerpieces (getting crippled, never killed), but they don't have any attendants with them.
11. Command station fleets are inherent on every world that you control. Depending on the type of command station you build, you get a certain number of engineers, decloakers, forcefields, and so on. So choosing economic, military, or logistical matters a lot more than the direct ship now. These fleets just kind of barely do enough of a job to hold the planet against ultra-weak attacks, although they're great for agumenting the various kinds of battlestations. If you're feeling gutsy and want the resources, then go economic. If you're trying to blockade the enemy, then go for logistical. If you're trying to project force outwards and keep your forward fleets really refleeting fast, then go military. You can switch these at any time and there's no cap per type.
12. There's a fleets sidebar tab that shows you each fleet you have and its status, and there are a variety of things you can do with the fleets as well like rename them or upgrade the fleet itself by one mark level (both coming soon). Sometimes when you hack certain things, it adds to the ship cap for the hacker fleet, like giving it a sweet new wraith unit that you can build in it from then on, or whatever. Fleets gain EXP, although that's not really shown in the interface right now.
13. Choosing the right fleets to capture and to use for any given job is by far the biggest part of where your brain activity is going to be headed from now on. There's no longer any concept of "unlocked ship types" in a global sense, and so techs work completely differently, too. There are many fewer techs, and they benefit ships in a variety of fleets based on the types of ships. There are tons of more variants of ship types, and individual fleets have a lot of... personality... because of that.