FTL
Human-Colonized Space
Human-colonized space spans a sphere approximately 3,000 light-years in radius. Ships can typically travel about 30 light-years per week. Faster scout and courier ships can reach speeds of 60 to 90 light-years per week.
FTL travel is achieved by violently tearing a hole in the membrane between the Einstein-Continuum and a parallel universe where the speed of light is vastly different. A ship traverses this alternate space and re-emerges into normal space a few moments later, having covered a distance of several light-months. Some reactor technologies also draw energy from this same parallel space.
FTL communication is highly expensive and energy-intensive, making it impractical for many locations.
FTL Travel: The Capacitor Jump System
Interstellar travel relies on a system inspired by BattleTech-style FTL, using **Jump Capacitors** that must be charged before a vessel can "punch" through space-time to an intended destination. These jumps occur instantaneously, but the preparation and recovery phases make FTL travel a costly and time-consuming endeavor.
Jump Technology Overview
Capacitor Charging: Jump Ships generate and store the massive energy required for jumps using either solar sails or fusion reactors. Solar charging is the most cost-efficient method, but it can take anywhere from one to three weeks depending on the star’s output and the ship’s efficiency.
Jump Mechanics: A ship folds space in a process similar to a Kearny-Fuchida jump (from BattleTech) or Battlestar Galactica-style FTL. The transition itself is instantaneous, but accurate jump calculations are necessary to avoid spatial drift or hazardous arrival conditions.
Jump Points: Although Jump Ships can technically jump anywhere, the safest and most commonly used locations are Lagrange Points due to their gravitational stability. Pirate Jump Points exist but carry significant risks due to shifting gravitational forces and potential miscalculations.
Mobility Limits: Jump Ships are designed for interstellar transit and cannot maneuver within star systems. Once they arrive at their destination, they are effectively stationary and must rely on smaller Drop Ships or transport vessels to ferry passengers and cargo to planetary destinations.
Jump Cooldown & Charging: After completing a jump, the ship’s capacitors must be recharged before another jump can be performed. Some military ships and high-end commercial vessels can store multiple charges, allowing them to perform two or three consecutive jumps before requiring a recharge.
Trade and Economics
Freight Transport: Interstellar trade is conducted by massive freighters that transport raw materials from industrial systems to core worlds, where advanced goods are produced. Since fuel is not a primary cost factor (due to solar charging), expenses primarily stem from crew salaries, ship maintenance, security, and port tariffs.
Travel Costs: Passenger travel is relatively affordable, making system-hopping accessible to lower-income travelers. However, planning around scheduled departures is necessary due to the high costs of operating Jump Ships.
Jump Gate Alternative? Some civilizations may develop Jump Gates, which allow smaller ships to travel via FTL without requiring large onboard capacitors. However, these gates are rare and usually tightly controlled by economic or political powers.
Colonization and Expansion
New Colonies: Since Jump Ships operate on predetermined routes, founding a new colony is a major financial and logistical challenge. Groups must either charter a Jump Ship to establish a settlement or incentivize a trade corporation to extend its routes to their system.
Corporate & State Sponsorship: Most new colonies are founded with the backing of megacorporations or state governments, ensuring a reliable supply chain. Independent groups, cults, or exiles attempting to settle off-grid risk isolation and resource shortages.
Strategic Hub Systems: Certain high-traffic systems function as interstellar transit hubs where multiple Jump Ship routes converge. These locations become critical economic and political power centers.
Military and Warfare Considerations
Jump Ship Vulnerability: Since Jump Ships cannot maneuver once inside a system, they are vulnerable to attack. Military Jump Carriers serve as mobile command and supply centers, featuring heavy armor and defensive systems to deter enemy assaults.
System Defense: To protect key systems, heavily fortified Jump Point Defense Stations are deployed. While interstellar space is vast, defending known Jump Points is a priority for maintaining economic and military stability.
Blockades & Sieges: Interstellar warfare focuses on securing Jump Points, cutting off reinforcements, and restricting access to trade and supplies. A well-placed military Jump Ship can effectively strangle a system’s access to the wider universe.
Sociopolitical Impact
Feudalism & Control: The slow nature of interstellar travel and limited FTL communication results in a decentralized political structure. Remote worlds often function as semi-autonomous territories governed by local rulers, corporate executives, or nobles. Central governments struggle to enforce policy across vast distances without a direct military presence.
Interstellar Bureaucracy: Official orders and messages may take weeks to arrive at their destinations, necessitating the use of trusted intermediaries to act on behalf of distant authorities. This reinforces a neo-feudal hierarchy, where power is delegated to local governors who control economic and military resources.