Space Jump & Cruise
Cruise
Cruise is the standard method of movement. The engine propels your civilization toward a target coordinate.
Conditions
- Engine durability > 0
- Target coordinates are within your radar range
Operation
startMove(x, y, z)
Enter the target coordinates (x, y, z) to begin cruising. You can cancel at any time before arrival (cancelMove).
Speed
Move Speed = 10 + 5 × (engine level - 1)
So Lv1 = 10, Lv2 = 15, Lv10 = 55, Lv50 = 255.
The higher your engine level, the faster you move.
Space Jump
A space jump instantly teleports you to a new deterministic coordinate. It is much faster than cruising but comes with serious side effects.
Cost
Each jump's cost increases with historical jump count:
| Resource | Formula | Cap |
|---|---|---|
| Energy | 200,000 + 200,000 × √(historical jumps) | 16,500,000 |
| SES | 10 + 10 × √(historical jumps) | 1,000 SES |
| Engine Durability | 1 point |
Cooldown
After each jump, you must wait 1 hour before jumping again.
Side Effects
⚠️ Space jump inflicts heavy damage on your vessel:
Shield HP resets to 10% of maximum
Your defense will be extremely fragile after jumping. Make sure you jump in a safe area or prepare defensively.
Coordinate Assignment
The new coordinates after a jump are assigned by a deterministic algorithm (similar to civilization creation). You cannot manually choose your destination.
Tracking Jump
A tracking jump lets you jump directly to a target civilization's location.
Conditions
- Your radar level ≥ 20
- The target is within your radar scan range
Cost
Same as a regular space jump (energy + SES + engine durability), and shares the same cooldown.
Comparison
| Method | Cost | Speed | Use Case |
|---|---|---|---|
| Cruise | Time only | Slow | Short-distance movement, exploration |
| Space Jump | Energy + SES + Shield HP | Instant | Long-distance travel, evading tracking jumps |
| Tracking Jump | Energy + SES + Shield HP | Instant | Chasing targets, assisting allies |
Post-Alliance Non-Aggression Protocol
After leaving an alliance, you and the former alliance cannot attack each other for 24 hours (Leave Cooldown), preventing tactical abuse of the alliance system.
Recommended next step: Energy System →