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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.


Fleet Movement Simulation Model

How does the game advance a fleet's position over time, and show other players which fleets are in a system right now?

Movement is driven by elapsed time, not player actions, and cannot be ticked second-by-second across the whole universe. This page explores discrete-event scheduling, an atomic-hop occupancy model, and the materialized projection that answers cross-player "who is here now?" queries.

See Fleet Movement Simulation Model.