From my experience so far in Endless space, i know that when your missile fires(one salvo per battle phase) there are 3 parts in each battle phase(those parts are like fire from kinetic cannons 3salvo's per BP). So do the flak defense it fires 3times per BP to enemy missiles targeting the ship which holds flaks(wont target missiles heading towards other ship).
Summarizing:
I have no idea what is written in Xml files, But i do know that there are 3rounds in each Battle phase.
lasers and kinetics fire 3 times per BP(battle phase) along with flak defenses which arent displayed per round but instead at the end of BP in way how many missiles was destroyed, just before explosion.
I am not sure how does evasion/interception works, because i dont know if what they are showing in game is already multiplied by 3(number of rounds) or it is not. But my quess would be that, one flak(5interception) fired against one missile(7evasion) has 5/7 chance to destroy incoming missile(71,4%). Now the question is - is it a chance given per round or per BP?
I would not say that extra interception is wasted. During my encounters with hi-end ships against low-end ships has shown that few good flaks can well defend a ship against dozens missiles of low evasion.
Hope it helps a bit though im not willing to bet my hand on the third theory :)
From the Amplitude Studio Forums it is stated that each system can keep worth of one turn of industry as overproduction.
If you pass a turn with no construction on a system, it's production is hold as overproduction and can be used on the next turn. This can also happen if you queued a ship/improvement with no following task and it only required a part of the generated industry (ex: produced 100 cost 80, 20 industry is overproduction, reported on the next turn).
As stated on the forum, overproduction is limited to one turn and does not stack. So if you had 20 of overproduction and wasted a turn, you would have 100 of overproduction which is the overproduction generated by the last turn.
With automatons, you then have a special stack where overproduction is stored. This stack is capped at 5 times/turns the production of the system. When fully stacked, the overproduction standard mechanism become active again. This allow for a maximum of 6 times the industry production to be available on one turn. It is not stated, but I suspect the cap of 5 * industry is absolute and cannot be overpassed by the 5% interest rate. So, for our 100 industry system, the stored industry with no production will go :
Start > End (of turn)
1. 0 > 100
2. 105 > 205
3. 215.25 > 315.25
4. 331.0125 > 431.0125
5. 452.5631 > 500 (cap)
6+. 500 > 500 + 100 stacked on overproduction.
With the +20% improvement
1. 0 > 100
2. 120 > 220
3. 264 > 364
4. 436.8 > 500 (cap) + 36.2 stacked on overproduction.
5. 500 > 500 + 100 stacked on overproduction.
Concerning the use of the industry, a total build queue worth less than 100 will not touch any stack (though it is not clear whether the overproduction stack would be reset to 0 on the next turn or not). If you have a cost less or equal than 200, you will use the system current turn production and deplete the overproduction stack. Should you build more, you will begin depleting the automatons stacked industry. After 7(6 with improvement) turns of unused production, you can then build anything worth 800 industry in one turn (100 from turn + 100 from overproduction + 500 from stack).
This order of consumption allow to keep the stack for as long as possible (thus maximising it's defence potential). By nature I would say one needs to use the resource with the nearest expiration date (i.e. the overproduction from last turn that would be lost if unused this turn), therefore using only 100 industry would consume the overproduction and the production of this turn would become an overproduction for the next turn. Unfortunately, I cannot confirm that is what happen.
Note: Industry conversion negates any overproduction since it converts 4 industry to 1 science/dust. It would be interesting to know if this consume the automaton stack, but I doubt it.
Best Answer
DCShannon gave me a hint to look in the tooltip appearing when I hover over the attack button, and indeed, if the fleet is able to attack it will be:
While if the fleet has already attacked, it will be: