## Navigation and Movement
### Topology Overview
The universe is composed of **sectors** linked by warp routes that form distinct topological structures.
| Feature | Minimum Size | Typical Size Range | Key Characteristics |
|---------|--------------|--------------------|-----------------------|
| **Bubble** | 100 sectors | Varies with universe size and GameOp settings | A large, contiguous region with limited ingress/egress points. All tunnels inside a bubble return to a single entry sector. |
| **Tunnel** | 1 sector (deadâend) | Up to 20+ sectors | A linear chain of sectors with exactly two consecutive warps (2âwarp chain). The entrance sector is called the **mouth**; exits may be oneâway (back doors) that allow leaving but not reâentering. |
| **DeadâEnd** | 1 sector | â | No outward ports; often used for concealed planet placement. |
> **Note:** When Gold extensions are enabled, the GameOp can disable the automatic bubble flag and manually create multiple bubbles, breaking a large universe into smaller, isolated regions.
#### Tunnel Verification
To ensure a tunnel is safe for hidden base construction:
1. Mark the tunnelâs entrance sector as an **avoid** sector using the Computer menu.
2. Use the Computerâs **[F]ind Route** function to plot a course **into** the tunnel.
3. If the computer cannot find an alternate path, the tunnel is **verified** (no hidden entrances).
4. Repeat the verification from several external sectors to rule out rare routing anomalies in games with short maximum course lengths.
### Major Space Lanes (MSL) Summary
The MSL network serves as the lowârisk backbone for interâsector travel. All lanes reside in Fedspace except the **SolâŻââŻStardock** segment, which passes through the MBBS zone.
| Lane | Endpoint A | Endpoint B |
|--------------------------|--------------------------------|--------------------------------|
| SolâŻââŻStardock | SectorâŻ1 (SOL) | Stardock (Fedspace) |
| StardockâŻââŻRylos | Stardock | Rylos (MSL) |
| StardockâŻââŻAlphaâŻCentauri| Stardock | AlphaâŻCentauri (MSL) |
| RylosâŻââŻAlphaâŻCentauri | Rylos (MSL) | AlphaâŻCentauri (MSL) |
| RylosâŻââŻSol | Rylos (MSL) | SectorâŻ1 (SOL) |
| AlphaâŻCentauriâŻââŻSol | AlphaâŻCentauri (MSL) | SectorâŻ1 (SOL) |
### Backdoor Sectors
Backdoor sectors provide a **oneâway warp** into **ClassâŻ0 ports** (AlphaâŻCentauri and Rylos), the safest Fedspace locations for goodâaligned traders.
| Characteristic | Detail |
|----------------|--------|
| **Entry** | Single warp from a nonâClassâŻ0 sector into the ClassâŻ0 port |
| **Exits from port**| Six outward warps |
| **Inbound warps** | Seven or more inbound warps |
| **Practical use** | Move into Fedspace without traversing highârisk Stardock sectors |
### Overnight Fedspace Survival
Goodâaligned players can remain in Fedspace overnight with minimal risk if two limits are observed:
| Limit | Threshold |
|-------|------------|
| **Ships per Fedspace sector** | Must not exceed the value shown on the Vâscreen; exceeding triggers an automatic tow during the Extern cleanup. |
| **Fighters aboard a ship** | 99 fighters or more forces a tow. |
> **Warning:** Continuously monitor the Vâscreen for the current shipâperâsector limit and keep fighter counts belowâŻ99.
### Blind Warp Mechanics
A **blind warp** is a warp to a sector without prior confirmation that the sector is empty.
- **Success condition:** Destination sector contains **no ships, fighters, mines, limpet mines, or anomalies**.
- **Failure condition:** Presence of any object triggers **Atomic Fusion**; the ship is destroyed and the player reappears in a pod in the origin sector.
*Limpet mines are invisible on holoscans or EâPROBE scans, and other players may move into the destination after the warp command is issued, increasing the hazard.*
### Blind TWARP Procedure
Safe execution of a blind TWARP requires a quick probe check.
1. Deploy an **Eâprobe** to the target sector.
2. Verify that the probe reports **no ships, fighters, mines, or anomalies**.
3. Issue the `TWARP` command **immediately** after receiving the probe response.
If any hidden object is detected, abort the warp; the player pods in the origin sector.
### TWARP Drive
The **TWARP** drive enables sectorâtoâsector jumps within a shipâs warp range.
| Item | Purchase Cost | Fuel Consumption per sector |
|--------|----------------|----------------------------|
| TWARPâŻ1| 50,000âŻcredits (Stardock Hardware Emporium) | 3âŻfuel units |
| TWARPâŻ2*| 40,000âŻcredits after TWARPâŻ1 (or 80,000âŻcredits if bought together) | 3âŻfuel units |
| *TWARPâŻ2 adds TWARPâTow capability. |
#### Safety Rules
1. A TWARP is safe if the destination sector contains **at least one of your own personal or corporate fighters**, **or** if the sector is **completely empty**.
2. If **any object** occupies the destination sector **and you have no fighter present**, the ship fuses and you appear in a pod in the origin sector.
3. **Blind TWARPs** (without fighter presence or probe verification) are not recommended because hidden limpets and other players can cause fusion.
### Photon Torpedoes (GTORPs) and Sector Overload
GTORPs can be used to disable sector defenses and subsequently overload a sector.
- **Sector overload:** Any sector **except sectorâŻ1** can be overloaded by repeatedly firing GTORPs.
- **Effect:** Photons disable sector defenses, allowing continued GTORP fire without first destroying those defenses.
- **Result:** Overloading can destroy a highâlevel planet with relatively low expense.
- **Additional effect:** Firing a photon into a sector where a player is **in a citadel** forces the playerâs remaining turns to drop toâŻ0 (turns regenerate at the top of the hour). Photons also force cloaked traders to **decloak**, exposing them to attack.
### Limpet Mines
Limpet mines attach to any ship that enters the sector where they are deployed.
| Property | Detail |
|------------------------|--------|
| **Attachment** | Ships entering a sector with limpets automatically acquire them (if not already present). |
| **Removal fee** | SD removes limpets for **5,000âŻcredits** (ownership unknown). |
| **Tradeâin impact** | Attached limpets **reduce the shipâs tradeâin value**. |
| **Detection** | Appear as an **anomaly** with a density reading of **2** per mine. |
| **Disruption** | Mine disrupters **cannot** remove deployed limpets. |
| **Clearing method** | Repeatedly entering and leaving the sector eventually clears limpets from the ship. |
| **Deployment restriction** | Limpet mines **cannot be deployed in Fedspace** and are removed from Major Space Lanes. |
| **Interaction limit** | If any limpets (or armid mines) already occupy a sector, you cannot deploy additional limpets or armid mines there. |
### Cloaking Devices
Cloaking devices hide a ship from standard scans but are subject to a configurable failure rate.
| Attribute | Detail |
|-----------|--------|
| **Failure rate** | Sysopâconfigurable; if set aboveâŻ0âŻ% a cloak can fail twice (once during Extern cleanup and once during combat). |
| **Zeroâpercent setting** | When the failure rate is **0âŻ%**, cloaking never fails; this setting is not displayed on the Vâscreen. |
| **Combat interaction** | A cloaked ship cannot be directly attacked, but it appears as an **anomaly** on density scans. |
| **Decloaking** | Firing a **photon** into the sector decloaks the ship. Limpet mines also generate anomalies; attempting to lay a mine where a cloaked ship is present fails unless a visible mine already exists. |
### ZeroâTurn Actions (ZTM) for Stardock Discovery
`ZTM` (ZeroâTurn Movement) lists sectors based on warp connectivity without consuming a turn.
1. Issue `ZTM` from any sector.
2. Identify sectors that have **6 outward warps and 7âŻorâŻmore inbound warps**.
3. Stardock will be among those sectors.
> **Note:** ZTM does not guarantee Stardockâs identity; crossâreference sector numbers with known Stardock locations.
### Base Discovery and Invasion
#### Finding a Base
Earlyâgame base detection relies on **ZTM**, **ether probes**, and **avoid lists**.
| Step | Action |
|------|--------|
| 1 | Perform a **complete ZTM** on dayâŻ1 to identify all sectors with **6 outward / 7+ inbound warps** (potential deadâends). |
| 2 | Compile a list of these **deadâend sectors**. |
| 3 | Send **ether probes** to each deadâend. Record sectors where the probe is destroyed and mark them with **avoid** entries. |
| 4 | Reâprobe any avoided sector afterâŻ1â2âŻturns; if a path appears within *x* hops, remove the avoid. |
| 5 | For remaining unexplored deadâends, use a **macro** to clear enemy fighters before probing: `m<sector>**any9999**fz1*zcd^m` (where `*` denotes an Enter). |
| 6 | Drop **at least one fighter** in every sector traversed during probe runs; this blocks opponents from probing the same path and expands your own fighter network. |
| 7 | Prioritize sectors with **few inbound warps** (e.g., 2âwarpâin over 5âwarpâin) when expanding the search beyond deadâends. |
| 8 | Continuously run a **CIM script** to capture visible ports; ports that become **blocked** often indicate a newly built enemy base. |
#### Invasion Methods
Three core methods exist for denying an opponent the use of a discovered base.
| Method | Description | Typical Cost | Reliability |
|--------|-------------|--------------|-------------|
| **Direct Planet Capture** | Enter the sector, land on and claim each levelâŻ0â1 planet after neutralizing shields and cannons. | High (fighters, fuel, possible photon usage) | Highest â guarantees ownership of captured planets. |
| **Extern Collision** | Overpopulate the sector with planets **above the maximum limit** and wait for the **extern** run. Each planet beyond the limit has a **10âŻ%** collision chance; ten excess planets guarantee a collision. | Moderate (planet building, transport) | Variable â depends on luck and opponentâs warpâability. |
| **Blockade with Fighters/Planets** | Station personal or corporate fighters, or place shielded planets, to prevent the opponent from entering the sector. | Moderate (fighters, planet construction) | Risky â opponent may break the block if they possess sufficient resources. |
#### Sector Quasar Cannon Damage
When a sectorâs planets are **shielded**, their atmospheric cannons fire during entry attempts. Damage is calculated as: