Travel & Reach
Travel follows Sol's authored connection graph. Your ship must have an operational drive, enough physical range for the next direct leg, and—when the destination is a standing-gated station—permission to dock before departure.
Distance and resolved Transit performance determine the clock.
Once a legal direct leg begins, its authored distance is resolved against the current ship's Transit throughput to produce the travel timer. Travel itself develops Captain Navigation/Piloting and creates ordinary drive/system wear. The ship remains committed to that leg until arrival; there is not currently a normal divert/cancel mechanic.
The destination environment is an operating problem, not a fake in-transit penalty.
Route environments are not currently authored, so the travel resolver deliberately does not pretend the ship remains exposed to the origin field for the whole transfer. Physical environmental protection is evaluated when you operate at the destination or inside a discovered site.
New capability opens new decisions.
A stronger transit fit can bring more direct connections into range and shorten old legs. Better environmental protection can make work practical after arrival. Staging a specialist ship and Crew at a distant station can eliminate repeated transfer time entirely. Travel is therefore part of fleet placement and regional economics, not just a timer between menus.