Reallife issue's asside, the only way this could work in BC would be the outer and inner Dyson system sets.
As for scaling in BC, there are quite a few problems, everywhere, not just BC when it comes to scaling. The first game to get this right was Elite, but that is a special case, only recently have games managed to get this right, mainly by not allowing to get close to them.
And the game in development called Infinity: Search for Earth, only manages to do so in a similar way as Elite did, which certainly isn't the BC way.
In BC you only get a set of 3 coordinates, x, y and z, which are limited to a certain range (actually floating range, but the problem persists) we currently can't even store the entire size of a planet on those coordinates and allow small scale movement (the definition of floating range, either we get really big numbers with with bad precision, or really small numbers with with high precision, and anything in between where each point is a tradeoff).
In fact, 1.0 - 0.1 does not even have to be 0.9 in BC when it comes to coordinates.
However, there is something that we can use to "fake" the vast distances better.
There is this function:
App.UtopiaModule_SetGameUnitConversionFactor
We don't know (we can't know) the original factor but we can set it to something else.
Try this in the console:
App.UtopiaModule_SetGameUnitConversionFactor(2)
and see what that does to the numbers in BC.
mleo why are you spoiling their fun? impracticalities aside, whos to say they shouldnt try? everything in BC is underscaled anyway...
I'm not spoiling their fun. I'm merely giving my pragmatist view on this particular case, with all my experience (and experiments) and the limitations of BC.