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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:

ResourceFormulaCap
Energy200,000 + 200,000 × √(historical jumps)16,500,000
SES10 + 10 × √(historical jumps)1,000 SES
Engine Durability1 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​

MethodCostSpeedUse Case
CruiseTime onlySlowShort-distance movement, exploration
Space JumpEnergy + SES + Shield HPInstantLong-distance travel, evading tracking jumps
Tracking JumpEnergy + SES + Shield HPInstantChasing 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 →