SCSI has no base-building and no economy to manage — everything comes down to four systems. Here's how each one actually works.
Every ship is a hull with a fixed number of hardpoint slots — fixed mount points at specific positions on the model, each with a size class (small/medium/large) and a facing arc. What you assign to a hardpoint determines what it can shoot and in what direction; there's no generic "weapon power" stat separate from the actual mounts.
Every ship has a sensor range. Contacts outside it simply don't exist to that ship — no radar blips, no guesswork, nothing. Combat AI can only engage what its own sensors (or a nearby AWACS-flagged ship's boosted range) can actually see.
Combat runs in real time, not turns — ships pick targets, maneuver (presenting broadsides, juking, closing or holding range) and fire continuously based on hardpoint arcs and weapon type. A live tactical log streams every shot: who fired, with what, at whom, and whether it landed.
A mission is a scripted encounter — starting fleet composition, objectives, and scenario logic, written in Lua and run live in the browser. There's no procedural galaxy or persistent economy between missions; each one is a self-contained tactical puzzle.