The game that was meant to be (pt.1)
Time to talk about the actual idea of the game, I guess. There were tiny pieces of backstory, mostly told via the manual and the game's own website. If I recall correctly, that backstory mentioned a one-way gateway into another galaxy, and at least implied that your character - and that of every other player - was meant to be some outlaw that was given the option of either serving time or being set free to colonize that new galaxy without any hope of ever returning home.
Not that this backstory had any effect on actual game play, but at least it existed. In any case, what it meant was that any new player started the game with a few credits and one builder unit called a Vibz - probably named after the company Vibes that created the game.
This Vibz unit was initially located in an NPC space station that served as a shop for new basic units as well as a trading hub. Some of these "Imperial Stations" existed in different star systems, so that new players would start about evenly spread out across the galaxy. While the space environment of these systems was considered a safe area (neither building nor attacking other players allowed), players were supposed to use the planets in their starting system for a first, small base.
The below screenshot (source: official Facebook for the game, which surprisingly still exists) shows just that: the selected unit in the center of the screen is a Vibz builder, below it are a "Small Base" and a "Small Mine" building, plus a third one that could be a "Laboratory".
Similar to many other real-time strategy games, a base needed to be built as the central element first, before other buildings could be created and attached to it. Mines would extract resources which could in turn be used to build more buildings or units. Laboratories were used to research new technologies (better units and buildings), and some other building types existed as well: Factories to produce additional units, warehouses to store more of the resources that were continuously extracted, power plants to provide energy to all surrounding buildings, defense turrets shooting at enemy players and, last but not least, city buildings where an initial population would grow, providing both a steady income as well as personnel to man all your units and stations.
Units had various statistics as well. In the screenshot, you can see a small window in the lower right corner, describing the selected Vibz unit. From top to bottom, there's
> a health bar (not completely filled, so the unit must have been attacked before),
> the energy production and consumption (I think both units and buildings used the same stat window),
> the number of personnel that could be spent on new buildings (434 of max. 500),
> the number of other units in the hangar of this unit (the Vibz has no hangar capacity, so this is zero),
> the number of resources transported by this unit (0/150),
> and, additionally some info about the unit type itself. It is manned by one personnel, it can hyperjump 100 parsecs (more about that later), it has a weapon strength of 0 and in consequence undefined range.
Players would typically build a starting base like this, with a few more mines and warehouses, and then use transport units to shuttle resources to the Imperial Station to sell them there.