It could be pretty simple to avoid a click war. With all the different ship possibilities and different production rates, most conflicts can be handled even during simultaneous play.
A distance + speed equation would need to be developed for the examples but I'm not going to go into how it is developed really. So just assume that the equation is already in place.
Example 1: 2 ships attempting to colonize the same planet.
Simply have all ships attempting to colonize wait at the planet and see if there is any contention by the end of the turn. From here, who actually colonizes the planet is based on the speed/distance equation. If another player attempts to colonize the same planet the ship that has the better result of the equation will win at the end of the turn so at the beginning of the next turn the owner will gain control of the planet and can commence building on it. In the case that both ships have the same speed and were an equal distance from the planet (equations equals the same), some other form of determination can be used. I.E. random number generator or an original turn order.
This would also work for starbases.
Example 2: 2 Planets owned by different civilizations attempting to build a unique building.
Many planets will have completely different production capabilities dependent upon size, number of factories, types of factories, production spending, ect. Each building has a number of production points required to build it. Two planets building the same unique building that finishes on the same turn would not actually finish at the same time in that turn (at least not likely). The one that is closer to being finished (has fewer points needed at the end of the last turn) will be the more likely to finish first. The points added at the beginning of this turn would be added till one finishes first. In the case that there is an equal number of points left between both planets, the planet with the higher production capability will finish first. In the case that there is an equal number of points left and both planets have an equal production capability (really unlikely but possible) a different form of determination is used. I.E. random number generator or an original turn order.
Example 3: Attacking.
This one is a bit harder but still possible. If attacking another ship/fleet. the faster ship/fleet will determine whose action takes precedent. If both players wish their ship/fleet to attack the same opposing ship/fleet then there isnt much problem. If one player wishes to attack another ship/fleet but the other player wishes to perform a different action, the speed/distance eq and direction of the ships will determine whose order takes precedent at the end of the turn. If the other player is retreating for example the attacking ships may or may not be able to catch up in order to attack on that turn. If retreating ship/fleet is slower but still far enough away it can still get away from the attacking ships though the attacking ships will catch up turn by turn till they are no longer able to get away. In a case where ships attack a starbase or planet and the defending player is moving a constructor or more ships to or from that planet/starbase, the better equation ship's takes priority first. if the constructor's equations is better, it will be able to build on that before the ships are able to attack, but the attackers would commence attacking after the constructor adds to the starbase (players will need to plan for this or have an option to cancel the attack). if the ships moving to defend a planet have the better equation, then they will reach the planet first and the attacking ships will need to deal with them. if ships on a planet are trying to get away, they would easily be able to get away and the attacking ships would deal with any ships left on the planet or the planet itself. in a case where the ships are not troop transports, the attacking ships can then commence following the retreating ships and the case would then return to example 1. Now in another case of two players wishing to attack a third players ship/fleet/planet, the ship with the better of equation of the two player's attacking ships will take precedent and the case will return to example one between the attacker and the defender.
There are a few flaws i can see with this granted. But that doesnt mean there is no work around. I only had to spend about 5-10 minutes thinking about this while reading the other posts to come up with these solutions. With more thought they can be ironed out to be acceptable to players.
What do you guys think?
Edit: fixed a couple of typos.