@Spectral Waltz, got a
few lot Jesus that's a lot of questions; I'll have my IC post up tomorrow.
Alright... In order.
Installation Princesses are bound to their installations, they can move outside them to a limited degree but if their installation is destroyed, they die. That is their weakness and it's why they're so tough to destroy in the first place (If you've looked at their stats, even the lowest tier installations have a Suvrivability around 20 and Princesses start at around 40 iirc).
Establishing a forward operating base and establishing an outpost are the same thing, I just had two different terms for them at different times and forgot to update the one when I introduced the other. If you look at the doc now you should see the new action for 'establish installation' starting with an outpost there.
Short answer is no, long answer is yes, but not right now. Moving as an installation princess is just about impossible, but I've long intended to have a late game event or technology open up the possibility of an installation becoming mobile, Habakkuk-style. You can send a demon to go start a new non-princess installation somewhere else and that installation can work on herself as she grows, but you can't replace yourself and move your own princess elsewhere.
You start as an installation, your princess isn't going to be moving for most of the game at the least. Possibly all of the game depending how things go. That's why they get some pretty nice boosts to start.
Actually if you look in the tech tree, you'll see surface and underwater resource gathering listed there, Unlocked by the techs 'Of The Land', and 'Of The Sea'. Another slight case of confusion between old mechanics and new ones though, I've updated them, thank you for pointing out the discrepancy.
Alright, since it's clear that I've made a few goof-ups and left confusing artifacts of old rules models lying around in places, let me try to disambiguate a little. You gain resources in two ways, the first is by committing demons or your princess to performing salvage or theft operations. Salvage is more reliable but doesn't gain you much in most cases while theft can steal you more but runs risks at times. These are both considered what I guess I would call 'active resource gathering', as in you have to commit an action each turn to continuing to gain these resources. The second way is passive resource gathering, where you build an installation with a resource gathering module and it will automatically gather you that area's resource score each turn. Gatherer tactics effects both of these.
I had originally planned to have different types of bases that weren't interchangeable but realized that it got horrifyingly complicated to set things up like that and did my best to unify them under the current tiers and module system. I'm sorry for missing a few things during the clean up, but I've gone over the document again and it should all be properly set up now.
On to the questions regarding battles...
Yes. You would need a separate demon+ ship to lead each fleet but as long as you had that many demons you could attack with multiple smaller fleets in succession to wear down an enemy. You would have to be a little careful about the search rules since some of your fleets might miss the battle entirely on a poor intrigue roll but such is naval combat, things rarely go entirely to plan.
The modules are not designed around being stacked at present, so I'm not sure how that would interact with the game balance... I'll say you could try it but be prepared for me to nix that development if it gets out of hand?
You were misinterpreting, fortifications can be built up to the same tier as the base they exist in, no higher, I was originally planning for them to automatically be built at that tier but several people last turn didn't account for how building that way would multiply the cost accordingly so rather than correct them I simply built all the fortifications at tier I and found in the process that I thought it was perhaps a better way of doing that anyways. Basically, any module marked with a * next to its cost on the modules table has that cost multiplied by the installations tier because its effects are also multiplied by installations tier.
The free construction action means that the action is taken in addition to other actions, not that you do not pay resources for it. Sorry! As for your resources per turn, uh... Copy Paste Error? Thanks for pointing that out, I'll fix it.
EDIT: No I didn't fuck up your resources, you forgot that you started with 3 resources on turn one, then gained 2.5 each turn, bringing you to 8, then constructed fortifications last turn as well, bringing that 8 down to 6.
...Oh fuck I forgot to stat submarine tenders. Give me a bit on that one okay? I just need to do some other stuff with my morning before I get back to this. I'll fix that glaring oversight later.
To the building question, yes and yes... hm... I guess I did sorta account for multiple copies of some modules at least. But yes, you can queue shipyards and yes they build concurrently p, you can also use the installation princess' free construction actions to commission stuff from the shipyards, at least under current rules.
To the trade question, yes, yes, yes, and yes. You can trade things.