Below is a list of the changes / new mechanics I noted going through the rules books. I welcome everyone to add anything I missed or correct me if I got something wrong.
Miscellaneous Changes
-no mercenaries, distant sun tokens, final frontier tokens, ion storms, mechanized units, leaders, representatives, mines, shock troops, artifacts, transfer actions, facilities, tactical retreats,
-ground force and fighters are not assigned to specific ships while in space, after a space combat, capacity is checked and excess units are removed
-PDS can fire through wormholes and are adjacent to the other end for all purposes
-gravity rift – moving through or out of a rift gives +1 movement, but destroyed on roll of 1-3
-retreat – when declared you can also remove grounds forces from planets (if there is capacity), take them up to space when declared
-retreat – into an adjacent system, not containing enemy ships and containing a planet you control or a unit, if nothing eligible then no retreat, activate with token from reinforcements if not already activated
-every planet has a trait (cultural, hazardous, industrial) which may tie into action cards, abilities, etc.
-if a card or faction ability says cannot , it is absolute and cannot be overridden by other abilities
-abilities resolve in initiative order (or starting with speaker if in strategy phase)
-abilities must be resolved in their entirety (no more burning action cards that can’t be fulfilled properly)
-if an effect requires the placement of CC from reinforcements and there aren’t any, the CC comes from the players command sheet (his choice)
-when producing units, if there are not sufficient units in the reinforcements, the units can be removed from the board if they are in an non-activated system
-a trade good is placed on an unpicked strategy card
-flagships can be built outside of the home system
Set-Up
-3 players: six blue, two red
-4 players: five blue, three red
-5 players: four blue, two red (one red back additional system next to mecatol as determined by speaker), 2 trade goods (outer close players), 4 trade goods (sandwiched player)
-6 players: three blue, two red
-could wormholes be missing?
-wormholes cannot be place adjacent
-any system may be placed anytime (no need to do planets after empty)
Units
-space docks and PDS can no longer be built during a production phase, they are built using the construction strategy card
Mecatol Rex
-the custodians token is removed when a player spends six influence and invades Mecatol Rex
-the player removing the token receives 1 Victory Point
-there is no voting (new Agenda Phase , at end of round) until Mecatol Rex is taken
Objectives / Victory
-game is played with 5 unrevealed stage 1 & 5 unrevealed stage II objectives. Two objectives revealed once the everything is set up. Then 1 objective per turn (no stage II until all stage I revealed). No way to see unrevealed objectives. When an objective is to be revealed if it cannot, then game ends. So game is at most 9 turns
-10 VP to win, there is also a 14VP option
-tie breaker for VP is initiative only
-secret objectives return, receive 2 at start, choose one to keep, there is a deck, you can draw more but max between hand & qualified is 3 secret objectives (if draw more than 3, choose one to return), whenever a secret objectives is discarded the deck is shuffled
Qualifying for Objectives
-can qualify for one secret and one public objective during the status phase
-can qualify for one secret and one public objective during each step of the action phase (where the card permits), no limit to the number per turn
-need all planets in home system to qualify for public objectives (not secret)
-if an objective requires “destroy” the destruction can come from hits in battle, action cards, technology, or any other ability that uses the term “destroy” (i.e. not reducing fleet supply causing a unit to be removed)
Agenda Phase
-after status phase, all planets are refreshed, vote on top agenda using influence and exhausting planets, vote on second agenda using remaining influence, refresh planets before new round starts
-only occurs after Mecatol is taken
Strategy Cards (differences, not re-writing new abilities)
-leadership: no limit on number of CC that can be purchased
-diplomacy: cannot protect mecatol rex
-construction (replaces production): used to build space docks & PDS, can place space docks on newly acquired planets
-trade: no contracts, produces commodities instead of trade goods (max commodities = number on race sheet), used for transactions
-warfare: remove token from board, secondary is to produce at 1 space dock in HS without activating
-tech: 4 to purchase now
-imperial: 1 VP if control mecatol, used to get new secret objectives
Transactions
-commodities exchanged during a transaction become trade goods for the receiving player
-active player may negotiate a transaction (does not count as an action and can occur anytime during his turn), one transaction per turn between players
-transactions during action phase can only occur between neighbours (adjacent ships and/or planets they both control)
-transactions can involve any number of trade goods and commodities
-binding deal: a transaction which has a component which will immediately occur (i.e. don’t shoot your PDS at me for a commodity), these are binding agreements
-non-binding deal: a transaction which has a component which cannot immediately occur (i.e. next turn I’ll attack Joel’s Home System for 2 commodities)
-transactions also allowed during voting (no require of being neighbours), one transaction per player per vote (binding?)
Technology
-tech tree has been removed
-instead each technology has pre-requisites (aside from ones which don’t) which are based on having X number of techs of a specific color (the specific tech doesn’t matter only the color), for example a tech could need 2 blue techs and 1 red before you research
-unit upgrades do not count for pre-requisites as they do not have a color
-planet tech specialities: exchaust the planet to ignore one pre-requisite of that color (do not gain the resources too)
Promissory Notes
-can be offered as part of a transaction (one note per transaction)
-offered face down to receiving player
-you can give your promissory note from one player to another player
-there are race specific promissory notes
Odds & Ends
-planetary shield prevents L1Z1X from using Harrow, does not prevent X-89 Bacterial Weapon
-if the planetary shield is negated by a Warsun, then Magen Defense Grid does not work