The design sequences can be complicated due to the weird joining of 2 mostly non-compatible game and combat systems... Striker and High Guard.
If you keep that in mind, its not that difficult although some classic ships will require some tricks to make.
IMHO, the computer rules are broken, but relatively easy to fix although the official errata went a different route than I.
The only must haves are the Ref's Companion and a copy of guns,guns,guns.
The Ref's Companion has a section for mass combat which brings rules from the Striker miniature game including command and control and morale rules ( I once even made a civil war miniatures game using it long ago ).
I disliked the COAAC design rules and even the wet navy rules were over simplified imo concerning hulls and thrust and performance. COAAC dogfighting rules were disappointing as well, but then I was really into SPI's Airwar in those days, so take my opinion of it with a grain of salt.
Get Pocket Empires if possible for worldbuilding. It can give insights into reasonable economic outputs and trade volumes between worlds whereas the old fashioned TCS/Striker budget rules were simplifications/abstrasted almost to the point of uselessness.
The rest of the books are nice, but ultimately just fluff.
If you keep that in mind, its not that difficult although some classic ships will require some tricks to make.
IMHO, the computer rules are broken, but relatively easy to fix although the official errata went a different route than I.
The only must haves are the Ref's Companion and a copy of guns,guns,guns.
The Ref's Companion has a section for mass combat which brings rules from the Striker miniature game including command and control and morale rules ( I once even made a civil war miniatures game using it long ago ).
I disliked the COAAC design rules and even the wet navy rules were over simplified imo concerning hulls and thrust and performance. COAAC dogfighting rules were disappointing as well, but then I was really into SPI's Airwar in those days, so take my opinion of it with a grain of salt.
Get Pocket Empires if possible for worldbuilding. It can give insights into reasonable economic outputs and trade volumes between worlds whereas the old fashioned TCS/Striker budget rules were simplifications/abstrasted almost to the point of uselessness.
The rest of the books are nice, but ultimately just fluff.