The title refers to a shifting map, and a shifting economy.
Concept: Map altering techs are all predeveloped and somewhat cheap. The two main economic development techs, colony and terraformer, are sorely needed, but restricted. Players will probably start with colony, then shift to terraformer, but when? Timing is important. For the end game, a final shift to jumpgate is possible but terribly expensive (each jumpgate is likely only good for a single use). Attacking with jumpgate probably signals the end of the attacking player's economic development, so it can backfire badly if it doesn't work.
The game is something of a 'neer and builder's challenge and will be slow, so defensive techs are barred (mines and sats). With no mines, sweepers also become useless and hence barred. Stargate is barred to preserve the relevance of the jumpgate concept and to make defense of colonies harder.