Can I make a suggestion about your phasing?
First, create graphics for one world, one outfit, one ship and one weapon and test them to make sure they are sound. Also create one of each of the other kinds of resources.
Then write the missions.
Every time you need a new world, outfit, ship or weapon in order to make the mission work, create it by duplicating your existing resource and then modifying the details. Do the same thing with systems. Write the descs for these to suit the missions, but don't do any more graphic work until your missions are pretty much complete.
After you've done all this, you should have a coherent set of worlds, ships, outfits and weapons and other stuff with tight descriptions. You'll probably also have a mental picture of what each thing should look like.
Then make the graphics for the stuff you've done.
Only when you've done all that, have a look at how many outfits, ships, worlds etc you have. If it's sufficient to make an EV sized game, then you've finished and can start alpha testing (that's when you play through it a few times) and tweaking for perfection. After that you can get some friends to beta-test.
If you discover that you don't have enough stuff, then fill in the gaps - for what the player can buy, maybe four light freight types, four heavy types, four lightly armoured trade/warships, four heavily armoured warships, and what ever each government needs. Then fill in the gaps with outfits and weapons so that the ships are varied and entertaining.
For filling in the Systs and Spobs, it's probably best to infill rather than creating vast tracts of universe which the missions never take you to. These are boring and frustrating because, having got there, the player discovers that there was nothing worth discovering that moved the plot on.
For additional missions, come up with some nice sub-threads which begin at various points in the plot.
Once you've made a universe big enough to be a good game, fill the rest of the slots that Nova has used with Null resources - that's resources with at least one field which makes it impossible for that resource to become active in your game. That way you will prevent the Nova stuff creeping in and spoiling your look and feel.
Finally, when you've done all that, tweak the interface to taste.
I say this because we've had literally tonnes of developers (assuming the average developer to weigh about 10 stone under Earth gravity) who have started out on TCs by creating a vast web of worlds with an array of ships, weapons and outfits, but who then get stuck on the missions. Putting the missions first will mean that you can guide the player to explore far more of your galaxy as well as leading them through your most interesting and novel ships.
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M A R T I N T U R N E R
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