We're going to be adopting a "Free Market" philosophy, by giving players a sum total maximum of what they can command. I don't want to give too much away, but it's basically going to look like this:
1 Super CAP or Flagship-of-any-Size
2 Large CAPs
4 Heavy CAPs
8 Medium CAPs
16 Light CAPs
32 Small CAPs
64 Heavy AUX
128 Light AUX
256 Heavy SF (22 Squadrons)
512 Light SF (43 Squadrons)
1024 Heavy GAVs
2048 Light GAVs
4096 Infantry Squads
8192 Support Teams
The idea is that with all of these units upfront, the player has to decide strategically how they will be used. Either for offense or defense. There will be no "facility and PDF building" type gameplay where players can just sit back and collect cash. If you want something done, you have to go DIY.
The player will start out with basic entry-level units, and will be required to devote considerable effort into R&D or other projects if they want to grow or utilize more advanced units like TIE Interceptors over TIE Fighters. The "Support Teams" are basically the commodity utilized in that regard (as human resources). Things will cost money of course, but we wanted to drive home the concept that the player characters are these Legends with a cult of personality surrounding them, and so the game will intrinsically be more character-driven rather than a 4X model where "biggest fleet wins", as we've had in GCW. To that extent, the Support Teams will be utilized in different capacities depending on what kind of class the character is (Military, Government, Business, or Force-User)... as not all conquest is strictly militaristic in nature.
So there we have it. That's the full "teaser trailer" for the game, if you will. Currently wrapping up specs and such and doing some play-testing just to ensure balance, but in the mean time, get hyped!