Trout me if this has been covered before, but over the holiday I attempted to play some SEIV Gold with a friend on TCP/IP. At first, things went well enough. We researched, we designed, we colonized, we built. Then the AI came along. My friend was getting reamed, which I chalked up to bad luck and inexperience. Then the AI came for me. A single light cruiser came into my space, and I had three quite buffed destroyers ready to meet it. I gave orders for my fleet to intercept the incoming destroyer, since I had no idea where it would strike, I figured it prudent to attack before it had a choice. My fleet was one square away from the enemy light cruiser, and I gave the order to attack (this was the second time I had done so. The first time, the fleet (which had a movement of six) only moved one space to where it currently was. This time, I figured, I would certainly destroy this offending enemy ship before it got to rain fire and destruction on my worlds.
So I finish the turn, it gets processed, and the enemy ship, untouched by my fleet, just waltzes right past them to give one of my worlds the glassing treatment. Meanwhile, my fleet has not moved one single space. I replayed the movement of the turn, and each time it got to that fleet, it returned an error (which I had not the foresight to copy down at the time, unfortunately). Is this a common error, has it happened before? Is there a solution to this problem? Is it based in TCP/IP or Simultaneous Turns? I have not the experience with either to say definatively, but needless to say that the experience has soured me towards multiplayer for the time being.