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Otherwise you can disable units using the mod interface from the main menu. Disabling units works for custom games.
This is usually indicative of a badly designed multi-planet system, where transit times are too long to properly scout and contest worlds, or that system lacks enough stalemate breakers like asteroids, other smashables, or an Annihilaser. Unless the system is designed to force people to go out and fight, then people will turtle.
It'd be like having a 1v1 single planet where all the metal is inside your base. There's nothing to go out and contest. so you'll get a very turtley game.
Because the system designer is very easy to use a lot of people will throw something together, not realising they've just designed something absolutely terrible for good gameplay. I strongly recommend checking out the map packs available in Community Mods.
I second everything that Quitch said. How the system is designed greatly affects the quality of gameplay.
Aside from that, you can restrict selected units from gameplay through Community Mods.
The host of the game first enters Community Mods. On the "Units" tab there is a list of everything that can be restricted from any game they host.
It's a long list but you can pare it down by filtering on "orbital".
Someone made you a mod for that - https://forums.planetaryannihilation.com/threads/is-there-a-way-to-hide-enemys-unit-trajectory.73250/
early game is about setting up strong eco and weakening the enemy as much as possible
mid game is all about larger armies
end game is all about assassination
best defences against it is to often move your commander.
I think it was possible to have a patrol route set up for your commander even including several teleporters.
so if you have a large base or even a planet, you can set up a few teleporters and make your commander have a patrol route.
This way the enemy will never be able to pin point where your commander will be and you can commander defend against spammable things like nukes and orbital units