Pallida Mors: Chuckle. The Old Country had summer for a week back in June and we're now heading back into winter, as far as I can tell.
Our campaign in many respects is the opposite of yours. Each ship remains exactly as it is on the ship card: no legendaries, no special weapons, no experience. Come to that, no role playing as such. This makes it sound very bland, however:
The map is 81 by 91 hexes containing 180 planets and about four times that number of asteroid hexes, nebulae, black holes and all the terrain there used to be in SFB (I know you know this, it's for the benefit of those who haven't read all 26 pages

of this thread). All the players know where all the "terrain" is, but not how rich the planets or where other players' bases are. We have the seven basic races from SFB scattered around this map developing their economies using the Agricultural and Industrial bases from SFB on the planets and asteroids, and Science bases in the other terrain. Under normal circumstances players move each ship up to six hexes per turn on this map.
This money is used to build more bases, explore and (most expensively) increase the size of your shipyards within which you build SHIPS.
Shipbuilding costs the BPV written on the card in money and takes shipyard space. The space is calculated based on the movement cost of the ship: every 1/8 of a point takes 6 Space Points in your shipyard to build, thus yer bog standard CA with movement cost of one takes 48 SP to build. There's been a very little bit of tweaking by us on this: BCH class ships count as having a move cost of1 1/4, DNLs as 1 3/8 and DNHs as 1 5/8.
The other factor affecting people's build policy is that small ships (move cost of half or less) takes half a turn to build, big ships 1 full turn (turn = 6 phases). This is because in our last campaign there was no real reason to build small ships - after all, when the big battle happens, you want CAs and BCs, not DDs, especially when your max fleet size is 12 ships. In many respects, the most efficient way to convert economy into guns is to build as many FFs as possible (Armed Cutters are purely defensive units) though interestingly no-one has actually gone that route. We do have plenty of small ships in the campaign, I'm glad to say, so the rules are working(

).
The players have now all "met" on the map. Two sides have formed, after some initial skirmishing between them consisting of the Federation, Hydrans and Klingons on one side, who hold the top right of the map, against the Lyrans, Romulans and Gorn with the Kzinti (the poorest of the empires in cash terms) loosely attached, who hold 80% of the rest (20% still unexplored). Most of the action has occurred round planets 138, 140 and 141 which form a cluster a few hexes apart in the centre right of the map and are RICH and held by the Klingon, who made a dash for them at the start of the campaign and has held them ever since, despite (mostly) Romulan attempts to take them off him - the battle tonight is at planet 140 which has a BS in orbit.
At this point the campaign might be best described in gaming terms as "chess with added bulls**t": strategy, tactics and diplomacy. Last night was the regular weekly meeting of the our Games Club, and the Klingon, Fed and Hydrans were there, micromanaging their economies and plotting the demise of their foes, the lamentation of their womenfolk, the ravishing of their cattle and devising some cunning plans for tonight's battle. In contrast, the Romulan and Gorn have a habit of meeting for battle-lunches, purpose as above.
The diplomacy, smokescreens, propaganda, lies, deceit and sneakiness have to be seen to be believed. And that's just about who's round it is!
But when all's said and done, it comes down to the BATTLE, which is the whole point of the campaign. Most importantly,
it has consequences: If the Klingon loses this battle he ends up with the enemy having a toehold close to important assets of his, takes a hit to his economy and will be scrambling like crazy to throw them out in the next few turns. It could even lead to the destruction of his empire. Now, given that he's spent over a year building this empire up to its current state, suddenly the battle has an emotional intensity (given that his opponent is in a similar position, though fighting on someone else's territory) which pick-up games simply can't match.
The reason we haven't gone your route of experience, legendaries, special abilities and random encounters with pirates and monsters is that we tried it in the last campaign but we found in the end they interfered with the real purpose of a campaign as we saw it, which was to beat the hell out of your mates. If you'd got him on the ropes, lined up for the knockout blow, and a planet killer began ravaging your home areas while an npc race invaded the other end of your empire, this was felt to spoil the fun, as it also was if, having pounded the living daylights out of your opponent he could then claim it was just because you had better legendaries or more experienced crews.
In consequence, there is no place to hide.
Bwahahahahahaha.
