Worlds that are hostile to you specifically
Every planet and moon is described across six environmental axes: temperature, pressure, atmosphere, gravity, radiation, toxicity. Every species has its own comfort range on each, set by the homeworld it evolved on. There is no universal good planet, only worlds that suit you or kill you, and two players can look at the same rock and reasonably disagree.
One structure answers one axis
Settle somewhere hostile and your colonists start dying, unless you build the specific structure that answers that specific problem. Nothing is a general-purpose fix, and each structure protects only so many colonists — a growing colony keeps building. A world that is wrong in three ways needs three answers. A harsh world is a real option, just a permanently expensive one.
Population that actually lives there
Colony population is simulated every tick, not stored as a number that ticks up. It grows where you have built the housing to support it and dies where you have not sheltered it, and when it has room to grow, it never grows by exactly the same amount twice. Two colonies founded on the same day drift apart. You can load colonists onto ships and move them, which is how you get a young colony on its feet instead of waiting years of ticks.
Ground war, not just space battles
Orbit is not ownership. You train garrisons of infantry, armour and artillery, carry them on troop transports, and land them. An invasion resolves over two ticks: you establish a beachhead, and the fight resolves after. The defender gets a tick to react, which makes invading a commitment rather than a click.
Officers you recruit and post
An academy at one of your colonies offers officers to recruit. Post one to a fleet that carries a Command Bridge, or to a colony's industry, and they gain experience for the battles, journeys and production they take part in. An officer whose last ship is retired at your own colony steps ashore; one whose ship is destroyed is lost with it.
Structures in orbit
A free-form design with no drive is an orbital installation. Build it, crew it from a fleet, tow it into the orbit you want, and — for a yard — build ships in orbit without a colony shipyard underneath.
Your species decides your homeworld
The race you choose when you join a galaxy decides the kind of world you start on, and its comfort ranges decide which worlds are hostile to you specifically from the first tick.
A galaxy that's already inhabited
NPC empires are not scenery and not obstacles. They hold colonies, expand, build, run supply routes, defend themselves and fight each other, using exactly the same orders and rules a player uses, with no special privileges. Some settle, some explore, some raid, some just drift, and they can form factions and go to war. You arrive into a galaxy with history, not an empty board.
Automation, so having a job isn't a disadvantage
A tick-based game should not punish you for sleeping. Colony managers keep a colony developing on a build priority. Submitted orders resolve on schedule whether you are there or not, and saved plans let you draft orders ahead — they submit only when you say so. Convoys, patrols and standing routes re-issue themselves each tick, including routing across multiple warp jumps. Caretaker keeps your empire developing while you are away, and hands it straight back the moment you return.