Fleet Movement
This section collects design exploration for how fleets move across the galaxy — both within a single region and across the multi-region routes that connect distant areas of the universe.
The foundation for inter-region movement is already defined in Inter-Region Movement. What lives here is the open design space that sits beneath that foundation: how transit time works, what can happen to a fleet while it is in motion, and how the game handles a route that becomes invalid mid-journey.
Topics
Fleet Transit Time
How long does it take a fleet to travel from one system to another, or across multiple systems?
The current direction is a segment-based time model where every system a fleet passes through contributes to the total journey duration — including the time to depart the origin system and arrive at the final stellar object within the destination.
See Fleet Transit Time.
Transit Events
Can something happen to a fleet while it is in motion?
This is an open design question. Events during transit — pirate ambushes, local conflicts, mechanical damage — add strategic texture and lore, but introduce real complexity in how the player interacts with a fleet that is not yet where it is going.
See Transit Events.
Route Disruption
What happens when a route a fleet is already travelling becomes invalid?
Gateway blockades, revoked access rights, and diplomatic changes can all invalidate a planned route mid-journey. This page explores the cases, the tradeoffs between automatic and manual resolution, and the open questions.
See Route Disruption.