To make things simple and enable game masters to keep track of things, diplomacy is acted out in an RP style, but War is more in depth. War has the following rules...
Turns. Both players will, in a spoiler, state the actions of their production efforts and the actions of their fleets, with No One reading the spoilers except the GM. Said GM then determines if a conflict arises. If so, he will ask both players to post the actions of the conflicting fleets, in spoilers, then judge the points and tactics of both to determine a winner. If a draw results, the GM may declare both fleets at 50 percent losses and retreating.
Fleets. This is a group of spaceships serving together. Force composition varies, so a points system is implemented:
(Note: The point cost is also how much Wealth a ship costs to build.)
Frigates, Corvettes, and Destroyers are worth 1 point each.
Cruisers, Battlecruisers, and any cruiser-hulled vessel is 2 points each.
Battleships, Juggernauts, and other such vessels are 3 points each.
Dreadnoughts, carriers, and the like are 4 points each.
Supercapital ships, such as Supercarriers and Titans, are deployed according to the GM's wishes.
Fleet sizes have a limit, determined by the GM, to suit the situation.
Fleets take time to move, and the GM must be informed of where a fleet is moving from, and where it is moving to.
It is assumed that if a Fleet is unopposed, they may drop infantry and armor and capture a planet freely. How long this takes is decided between players, or by a GM.