This
and
… tells me you have a steep learning curve ahead of you, with investors breathing down your neck. 
I wouldn’t even consider talking to investors UNLESS you have a working proof of concept (prototype) with 200 concurrent players on a single server where players can at least walk around, wave hello, and not crash. I would set that up first and foremost, and also figure out a way to actually test with 200+ real players!
I mean, if your team is that size, it’ll be easy but more likely you will struggle to get to 50 players if you rally the team’s friends and families. Beyond that you need to find some way to distribute your game semi-publicly and get players to join with nothing in it for them.
If you manage to get 200 players together, be sure to record this on several machines (points of view) to prove that this is actually working because you can’t repeat this live in front of investors.
With no multiplayer experience at all, going to two-digit concurrent player numbers is already a challenge in and of itself because of the above. But three-digit numbers needs serious optimizations and lots of refactoring so you need to get this many players join a server quite frequently as you do tests.
You may be able to reduce the number of actual players required for a live test by connecting several “AI” (fake) clients on a single machine, but not too many because each instance still needs to run at 60 fps. But those fake clients won’t really reflect actual player’s behaviours and connectivity issues.
If you believe you can build this on top of Netcode for GameObjects (or similar frameworks) you may quickly find yourself in a situation where the overhead of these “ease of use” networking frameworks won’t let you scale beyond 200 players - and may even be problematic far below that (mainly traffic and server CPU load - you typically pay both per use in some way).
The CPU issue is a damning thing because NGO and most other network frameworks (Photon and Netcode for Entities are exceptions) run on a single CPU thread, and so does most of Unity. This is why an Entities-based multithreaded server networking framework and corresponding Entities multithreaded code is a worthy investment (more realistically: a requirement) for scaling up to several hundreds of players because if you rent a quad-core CPU server you don’t want three of the cores sit idle.
Just a few pointers. I recommend to heavily lean into experimenting, benchmarking, and prototyping at this stage.