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Travel Distance

From VoidVerse Wiki

Movement in VoidVerse operates on a dual-layer "Periodic Space" system. Unlike linear maps, the galaxy is a three-dimensional cube where coordinates wrap around, and every solar system contains its own internal 3D grid.

The Galaxy Structure

The universe is organized into two distinct layers of coordinates:

  1. The Galaxy Grid: A large-scale 3D cube (e.g., 25x25x25).
  2. The Solar System Grid: Each system is a micro-cube consisting of a 3x3x3 grid (27 possible slots).
    • The coordinate 2-2-2 in every solar system is reserved for the Center Star.
    • The remaining 26 slots contain planets, asteroid belts, or empty void space.


The Movement Formula

Travel time is not just about distance; it is a calculation of your fleet's Slowest Ship Speed against the physical distance in subspace.

Distance Layers

The total distance of a mission is the sum of two values:

  • Interstellar Distance: The distance between the origin Solar System and the target Solar System.
  • Planetary Distance: The distance between specific coordinates (subspace) within the solar systems.

Calculation Logic

The game uses a Periodic (Wrapping) Calculation. Because space is a cube that wraps around, your fleet will always take the shortest path. If the galaxy is 25 units wide, traveling from position 1 to position 25 is only a distance of 1 unit.

Total travel time is influenced by:

  • Minimum Ship Speed: The speed of your slowest ship in the fleet.
  • Interstellar Multiplier: Improved by Subspace Drive research and specific Government choices.
  • Travel Constant: The base distance factor is set to 10,000 units.

Travel Time and Duration

The formula for duration in seconds is generally: (Travel Constant * Total Distance) * (Travel Constant / Slowest Ship Speed)

Local Movement (Same Coordinate)

When performing missions on the exact same coordinate (for example, harvesting a Debris Field generated at your own planet's position), the distance is never zero.

  • Minimum Distance: A hard floor of 0.05 units is applied to same-coordinate flights.
  • This ensures that even local missions require a small, realistic amount of flight time for fleet preparation and atmospheric exit.

You can significantly reduce travel times through the following methods:

Research

  • Subspace Drives: Directly increases the Interstellar Multiplier, making long-range jumps significantly faster.
  • Engine Engineering: Increases the base speed of your ship models in the Assembly.

Government Specialization

  • Core Terminus (Tier 2 Government): Selecting this doctrine grants a +15% Interstellar Speed bonus by effectively upgrading your subspace drive calculations.
  • Spacetime (Tier 6 Government): The ultimate navigational doctrine, granting a +25% Total Ship Speed bonus across all layers of movement.


Summary of Distance Factors

Movement Type Scale Primary Influence
Intra-System 1-1-1 to 3-3-3 Slowest Ship Speed
Interstellar X-Y-Z Solar Systems Subspace Research / Interstellar Multi
Same Slot 0.05 Fixed Distance Static Fleet Prep Time