Here's a teaser of a different sort:
As of this moment (could change), here are some of the common need-to-know settings.
Teams: FGHI vs. KRLZ
Maximum ships owned: 2 (we encourage 1-ship fleets, but there are no set fleet composition rules this time around)
EDIT: Turns are 8 minutes long. Shipyard/economy cycles every 3 turns, and there is a delivery time of 2 turns for purchased ships. The maximum wait for a ship, therefore, is 4 turns, or roughly half an hour (32 min).
Supplies and fighters aren't cheap, but they are affordable. Just don't expect to be able to lose a dozen fighters each mission and expect to replace them all with top-end models with a mission's worth of prestige.
Era is mid, starting at 2273. With a 2-week run planned, and a 1 year per every 2 real days time setting, we will stay in mid era for the entire campaign.
Starter ships (year 1):
F-DD
K-F5C
R-SKE
L-DWP
H-ERL
G-DDL
I-DDL
Z-DD
X-CA+2
Oh, is that the Orion cartel I see? Yes, they will be playable as the only cartel, but they're more for candy than as part of the overall campaign. If someone wants to forego empire VCs and teamwork, they can fly Orion and play raider. WARNING: there could be enemy/ally matching problems if an Orion were to fight players from both empire teams at once. Also, they will have ALMOST NO shipyard production, so that starter ship is going to be important to protect. Grabbing more economy on the pirate map will help them get ships.
One caution flag for all players: neutral coop is still broken. You may be able to run some allied (different race) coop, but there is no guarantee it will work for every mission. It's up to you to push the server kit to its limits and find out what you can and can't do to win the campaign. PvP is encouraged, but there are exploration VCs for you lone wolfs out there.
More to come as we near launch.