Here are the rules.
Firstly, the game goes in turns and each turn is a month long (a month is defined in this as 30 days).
Secondly, each person has their own subforum in which we will do most of the game communicating.
Thirdly, the rules found in the Astra Imperia book hold true unless I specify differently.
Forthly, all battles will be automated for both RP and practical reasons. As a result I will need standard operating procedures from each of you. They can be as simple or as complex as you would like but there are pros and cons to both simple and complex SOPs. Also you can make various operations that have names, scopes, objectives, and as such their own SOPs.
Fifthly, I am taking the restriction about capital weapons being on cruisers or larger away. I forgot about that line and I have helped design more than one of the players and some NPRs without that restriction so in order to keep the game running smoothly that rule is out.
Sixth Rule Change: Teams
Teams may be formed for specific applications. Each team may be led by a Personality. Each team has a rating of 5d10. If a Personality is leading the team, add 10% of the Personality’s IQ to the team’s rating. The team’s rating is added to rolls.
Seventh Rule Change: Erik noticed that tactical rules talked about heat radiation but ship construction didn't have any rules about it here is a rule about ship construction and heat.
Radiator Rating
Each ship has a Radiator Rating equal to the hull divided by 500, with a minimum rating of one. Additional heat radiators may be purchased for 2MCr, 1 ton, and 1 LP per rating point.
Eight Rule Clarification: This comes up between the Promethian-Martian Embassy Exchange that was just done. Embassy teams and such need to actually be transported between the places. If its just a small group of people (20 or less) they don't need special transport capabilities on the ship they are using but large groups of people need to use transport ships.
Ninth Rule: Shields that are off at the beginning of combat may be activated. During the Bookkeeping phase they gain their natural regeneration rate, plus their power x 5 applied to the Collapse value. HEC rings may increase this rate. Shields that are damaged in this power up period have their reduced Collapse value available. This should make it that it takes two turns to power up shields.
That is all the big rules I can think of right now, but I may add or subtract from this as needed.