Strategic Movement

From SotS

"Space is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." — Douglas Adams


Ships consume fuel based on the distance traveled and the class of the ship. The fuel level indicates more than actual fuel—it is an abstraction representing the ships ability to sustain itself, including parts, food, atmosphere and other necessities.

Since fuel consumption is based on distance covered, more advanced engines represent longer range by increasing the amount of fuel a ship can store and the efficency of the engine and supporting systems.

Ships equipped with Tanker or Refinery sections can carry a large amount of extra fuel to share with other ships in the fleet. This extra fuel can be either assigned manually or automatically.


When fleets are issued movement orders, a large banded line of the appropriate color indicating their destination is displayed on the strategic map. Movement direction is always object-based. Fleets cannot make any movement that is not directly towards a destination object such as a system or another fleet.

The line changes color if a destination exceeds the normal fuelled travel range of ships in the fleet, but may still be reachable if the fleet has a means of extending their range such as a tanker. Additionally, fleets always travel at the speed of the slowest ship in the fleet.


Human ships use the Node network to travel. This network is generated randomly at the game start. Not all stars may be connected to the network and two or more unconnected networks may exist in a given game.

In order to initiate a jump, each ship in the fleet must have enough fuel to complete the entire node jump. Partial node jumps are impossible and once commited to a jump the fleet must travel to the end point even if it takes multiple turns.

Human ships have reinforced reaction based engines that can burn for extended periods of time. This allows Human fleets to travel at STL speeds to intercept fleets in space or if they wish to move between two systems without a nodeline.


Hivers can only use reaction based engines to travel at STL speeds between systems but by deploying Gateships they can create a network which allows fleets to travel between two gates in a single turn.

Gate travel does not use fuel however the network has a limited capacity per turn based on the number of gates in it. Larger ships use up more of the gate capacity. The size of the deployed gateship makes no difference either to network capacity or to the size of ships which can use the gate.

Hiver players can also use a Ramscoop section to eliminate fuel usage from normal strategic travel.


Tarkasian ships use warp drives which allow FTL speeds between systems. They have a set interstellar speed based on what engine section they have equipped.

The Tarka's reaction engines are not designed to withstand long burn periods so they are unsuitable for long range use. Only the warp drives are used for strategic movement.


Liir stutter drives are sensitive to nearby mass. They travel faster the further they get away from nearby stars.

The Liir are the only race to have a single method of movement. Liir use the stutter drive for in system and strategic movement.

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