Thanks. The interface is a bit wonky when it comes to UX design. Tech points can't be generated or harvested, they have to be bought. You can right-click on the various resources in the header-bar to convert between them at a cost. Any resource can purchase 1 tech point for 350, or, by right-clicking on the tech point part of the headerbar, you can buy 1 techpoint for 100 of each resource. You can also make "trade offers" with other players, despite being at war with each other.
Also, if I recall correctly, you're unable to capture enemy planets if there is any enemy ship within X spaces of that planet. It's a very short radius though - like two steps. Even once the ship is destroyed, you have to wait an additional turn to capture the planet (I think), allowing the enemy to move another nearby ship into range to prevent capture. (But by having one your ships within 5 or so steps of the planet, the planet can't produce more ships, otherwise the enemy would just produce a ship during your one-turn delay before capturing). If these rules were explained clearer, so players understood it, it makes it so you basically have to incapacitate or destroy all the enemy ships in nearby space (within one turn's worth of enemy movement) before capturing the planet.
Ships can be temporarily "disabled" for however many turns you want, so they don't take any fuel costs while disabled. This lets you, in theory, park fleets defensively in locations in a disabled state to save costs, and if you remember to awaken them manually when enemy ships approach.
Different planet times given more of different resources - the purple are the gas planets which give the most fuel. Planets also very in size (tiny, small, medium, large, huge), giving more resources. Gas planets are slightly rarer, and what with the random generation of the planets (except for the four corner starting planets), it's entirely possible your solar system was badly laid out. On your map, you can see what type of planets are what (but unfortunately, not their sizes - oops) by toggling different map options (switching from coloring planets by owner to coloring planets by type). Because of the nature of the orbits, most of the planets are clustered in the center of the map by intention, to create a concentration of high-value resources in what would be a heavy conflict area.
Ship levels, if I recall right, also increase the (non-visible? ) base stats of the ship. Strength, defense, health. The jump in strength is way too high, if I remember right. Though I did some last-minute tweaking of that, during playtests, so that might've been adjusted some in whatever was the final build way back then.
It's a finished project, but not a well-designed one (plenty of good ideas, but poor execution and lack of iteration and tweaking of the design).
Thank you for trying it - I don't want to derail your thread anymore, but if you have any questions about the mechanics or design you're welcome to PM me about it.