While playing this game, the most important thing to remember is that this is a story-driven NES, and thus, the stories that you write will have a considerable weight resting on the future of your civilization. Purely for the sake of balance and control, every civilization carries with it a simple set of stats that will guide you toward creating plans of expansion, trade, domination, diplomacy, and whatever else you might want to do. These stats only exist to show you a generalized status of your civilization, and to offer a rough guideline of what is acceptable for your people to do every turn. A brief, conceptual description of every stat follows:
ECONOMY: The foundation of every civilization is centered on some form of economy, regardless of their outlook on money or wealth in general; you can't build starships without material resources, you can't have material resources without miners and fabricators, and you can't have miners and fabricators without food, which you can't have without farmers. Even if nobody is getting paid, and they're all doing it because they just want to help out or they're controlled by some sort of over-mind, they have to have some sort of economic structure in place as far as how the materials are procured, supplied, modified, fabricated, grown, built, operated, etc. Your economy is what controls your growth and development. What you start with is what your homeworld is capable of producing at the start of the game, and the only ways to increase the available economy is by settling/capturing new worlds, trading with other civilizations, and possibly through sheer luck (though this is rare). I want to note that every race you trade with will grant you +1e (for both sides involved) to use for whatever you want starting the next turn. Be aware that I know full and well that this will not be as beneficial as conquering planets; war is costly, anyway, and you're not really gaining as much through a few merchant ships as you would through controlling all of their planets (that is to say, if you invaded another race, you could gain much, much more from conquering each planet, but it would also cost you a lot; if you traded with them, you won't gain nearly as much, but it's steady income nonetheless and isn't costing you anything).
TECHNOLOGY: Most species start at Level 1 (barring a certain mucky species), which represents a level of development capable of producing vehicles that may operate safely in space, as well as the circumventing of the laws of relatively. This point is free for every race (including that certain mucky species, should they ever want to develop the technology), but any further advancement will cost 'e' or 'economy points'. To reach Level 2, a civilization must spend a total of 2e (which can be spent in pieces, i.e. one per turn, if needed), to reach Level 3 they must spend an additional 3e, and so forth. While there might not be an immediately obvious benefit of technology, it actually does serve several meaningful purposes. Firstly, it will represent your advancement in interstellar technology, meaning that when you decide to move a fleet from one location to another, depending on the distance and your technology level, you might not reach it in one turn. For the most part, this will not come up a lot, and there is no numerical scale at which this functions (it's based on my judgement, and as I said, won't come up often). A more important aspect of technology will involve war (in both space and ground battles), and more specifically, how much of an advantage you will have over your opponent if your technology level is higher than their's (again, no specific scale, but rather based on my judgement, so please trust me!). Possibly the most important aspect of technology will be that, upon completion of every tech level, you will receive an immediate return of 1e to your economy, representing an increase in productivity thanks to new developments. Finally, and perhaps the most exciting aspect of technology, will only happen every so often and at specific levels; you will get some special options for things that your civilization can achieve. I also want to note that it is possible to sell, trade, or bestow technology on other civilizations that you might be friendly with, and that it will be possible (though not entirely common) for an invading force to salvage some of your left behind technology for their own benefit (if you're higher in level than they are). If you want to give a tech level to a friend, it will cost you 1e per tech level (and, of course, your tech level will not decrease, though their's, of course, will increase) to represent the fact that you must not only provide the basic principles of that tech level, but your civilization must also provide a considerable amount of resources and technical expertise in order for the receiving race to be able to incorporate alien technology into their own usage. You can request compensation, however much you wish, and in whatever form you wish; this all falls to diplomacy, and is entirely up to you as to what goes on in this transaction, if anything.
STABILITY: Your stability is a measurement of how well your civilization is holding together. It can range from zero to ten, with zero being utter chaos (beyond civil war; think riots in every city on every planet, and the cops can't keep on top of any of it for the time being) and ten being perfect harmony. This stat is a little more arbitrary to start, because I guessed it out of your own description of your race (and will give a more detailed explanation of why your stability is what it is in your initial stat update). Also based on your species' disposition (as you described it to me), there will be a chance that your civilization might spontaneously stablize or destablize on its own. Otherwise, it costs money to force stability, and anything from war (if you're peaceful, or if you're losing) to peace (if you're warlike) to ignoring an ally (if you're loyal) to having close ties with another civilization at all (if you're isolationist) to random events and so forth. Stability mostly exists to keep things interesting, so that your civilization isn't
always just moving forward (every empire, no matter how powerful, has to collapse some day, doesn't it? Prove me wrong!

). If you want to improve your stability, you can either start doing things your people like, or you can basically pay to keep them in line (through propaganda, strict law enforcement, etc.) by sacrificing 2e (as a one-shot cost, not a turn-by-turn price) to improve it by one point. Stability, if very low, will increase the chances of colonies rebelling (or even a rebellion to overthrow the home government) and will also have a chance of decreasing your economy for that turn (determined randomly). If very high, you won't have any problems, but it might get expensive to keep this up depending on circumstances.
FLEETS: Fleets are incredibly important to expanding your civilization, even if you don't technically have them ([cough]Fuschia[/cough]). Most people start with one (or even two, depending on the nature of your civilization), but some don't have any (again, depending on your civilization). Before I get into the meat of explaining how fleets work, I want to explain to you what "fleets" means: Having zero fleets does not mean your people don't have ships, it just means that they haven't spent the effort to organize those ships into an effective unit for the goal of interacting with the galaxy at large; alternatively, having even one fleet might not necessarily mean you have any ships at all, or maybe just one very, very large one, or an asteroid converted into a massive colony ship, or whatever you want it to be; point is, "fleets" just represents your ability to interact with the galaxy in a significant way. You need a fleet to explore a system (while, yes, a single ship could do this just fine, I'd rather not get into the complication of having too much variety in these stats, because it will take away from the story), after which point you can then use that fleet to settle a colony there (at the cost of 2e; alternatively, you can sacrifice that fleet to build the colony for free). The other function of fleets is to engage in war with other civilizations, primarily using your fleets to defeat their fleets, but also using them to attack planets themselves by bombarding from orbit and/or launching a ground invasion (fleets can carry one unit of military each, either to move them between your own planets or to invade an enemy planet). If you bombard a planet from orbit, it will basically be (in behind-the-scenes activity only, mind you) a single shot at a given target (populace or military; or you could leave it up to chance!) that will either work or it won't (factoring in a minor advantage/disadvantage system based on technology, as well as random chance) and might end up damaging/destroying a unit of the military or destroying that planet's income for the turn (as you blow up their homes and factories). If there is a military presense on the planet, they will have an opportunity (based on the same principals used in bombardment) to fire back, possibly damaging (or even destroying, if their tech is high enough over your's) your fleet instead of or in addition to themselves being hurt. It isn't all as cut-and-dry as it sounds, though, for this aspect is just the behind-the-scenes stuff. In reality, what you do to the enemy fleets and planets is up to you to write and me to interpret and apply to the update. Fleets cost .5e (that is, half a point) to maintain every turn (automatically deducted from your available economy points at every update).
MILITARY: Military is a representation of your ground forces, the army-types that protect your planets and invade the planets of your enemies. One 'unit' of military (which you can call whatever you want: 'an army', 'a batallion', 'a phalanx', whatever at all) costs 1e to build and .5e (that is, half a point) to maintain each turn. What military units can do is defend planets against invasion (by fighting back against the invading military unit) and bombardment (by shooting back at the fleet attacking the planet the unit is on), or invading enemy planets (to which they must be carried by fleets). In extreme situations, a unit of military may also enforce stability on a planet on a turn-by-turn basis (if you pick them up from an unstable planet in a fleet and move them somewhere else, that planet will become unstable again), meaning you won't lose productivity or risk insurrection on that planet while the military unit is present (though this might also further destablize your civilization; not everyone will be okay with martial law!).
Again, I want to state that these stats are only here to keep things orderly, organized and fluid as the game progresses from turn to turn. The most important aspect of this game, again, is story! Every turn, after reading the update I have created to reflect the status of the galaxy, you should PM me your orders in as complete a way as possible and include any behind-the-scenes story bits that you want to write up that aren't for other players' eyes. After that, write up stories on the thread itself about the lives of your people, and go into as much detail as you please. If you want to write about a farmer on some colony of your's, do so! If you want to write about a military commander as he prepares to further his campaign against your enemy, do so! If you want to write about a wandering merchant as he works the markets of a dozen planets, do so! Write about anything you want, anything at all, pertaining to your civilization! The one thing you can't write about is the results of any significant action within another civilization (that's not to say you can't write about a member of your species acting in that civilization, or that you can't say they are attempting to affect that civilization, you just can't write the outcome) or any significant result that affects your empire (unless you already know it's going to happen, which should be obvious by what you've done in your orders or anything I've told you is going to happen). I want stories, stories, stories! I want this galaxy to be vibrant and alive! Always keep in mind that if you don't have time to write a story, or you don't have anything to write about, you won't be penalized; you just won't get the option of a special bonus relating to your story (which doesn't always happen, of course). Even if you never write a single story, your race's stats and orders will still carry them through the game, but they might end up at a disadvantage compared to someone who writes very beneficial stories. I also want to say that, while I won't be judging the benefit of these stories on grammar, spelling, or form, I do still prefer that you do your best. Please, try to refine your writing to be fluid and easily read, or else I might not have any idea what's going on and you might miss out on a potential bonus! Again, I want to reiterate, poor spelling and grammar won't necessarily
take away from a benefit, but if it's unreadable, you probably won't get one.