I think the only thing really necessary for game start is to know who with completed ships is ready, and what missions re available for that segment of the fleet. I can fiddle with my excel sheet and put the numbers in for the other ships, I just don't know how some o the components will ultimately affect them.
Yeah, I can quietly retcon things later, actually.
Right now, with your Alliance civilian cargo ship, you have access to the initial plots of the Alliance v League plot line. I am going to add a few more that are compatible with the other races, and you will be able to decide who goes where. I am absolutely going to be adding more to this list.
Presently?
1. Deliver supplies to Alliance Frontier Defense Fleet. This is going to be a long distance mission, and any extra space on your ship will be filled with military supplies (not weapons or munitions, they don't trust you THAT much) that you won't profit from. Any escort ships WILL be ordered to sit just outside of the Twelve Minute Limit* at zero velocity with Alliance warships sitting in missile range.
The Alliance will pay for your fleet logistics score plus 10% of the cargo, and you expect to make at least 1bc per Supply you sell. Low risk, low reward.
2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.
Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market. Escort ships will be paid a small flat rate if there is no combat, and the bonus will increase considerably for actual combat. Plus, they will tow your salvage for free after combat, whether it's your ships or the enemy.
3. Carry Construction Modules to the Frontier to help build the Alliance forward base in the grey area of "interstellar space", but to what is commonly understood to be Leaguespace. Moderate risk, large but unspecified reward. Escorts are very much encouraged, although they'll have to take specific locations in the formation so as to reduce the odds of your ships being able to do significant damage.
4. Spy. You get loaded with sensors, and deliver software to Alliance factors on League planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is. Escort ships are going to be welcome up to the Twelve Minute Limit with no velocity restrictions or League military escort, and they are precleared to launch shuttles to seek out League missions and take R&R provided the navigator accepts Astro Control's flight plan and a Fighter escort (ostensibly for the safety of both visitors and Leaguers.)
*While you have freedom of passage for the 12 light hours of stellar sovereignty surrounding the primary star, it's a civilian misdemeanor to pass within 12 light minutes of the hyper limit without identification and requesting right of passage, and an explicit act of war for a warship to cross without permission. All commercial/private ships become subject to inspection, traffic laws, commercial law, taxes, etc. Critical industrial facilities, population centers, etc., are normally located within the 12-minute limit for reasons of military security.