Voran Colonial Authority // Field Manual VCA-NAV-06

Navigation & Star Map
Field Manual

Know the map, know your range, and never send ships somewhere you can’t bring them home from. This manual teaches you to read the star map, make jumps, judge the zones of space, and chart a safe course through contested territory.

NavigationStar MapJump Gates
Section 01 // Galactic Structure

Getting Started

The galaxy is built from three nested layers:

Regions — large tiles of the galaxy grid. Each region belongs to a zone tier and can be claimed by a player, a guild, or the Empire.

Solar Systems — the systems inside each region, each with a name, a star, and a set of planets. Systems are what you jump between.

Planets — the worlds inside a system where you mine, build cities, and set up bases.

Above all of that sit Sectors — the large named neighborhoods of the galaxy (Alpha Sector, Beta Sector, Eta Sector, and so on). When someone says “meet me in Beta,” they mean the sector. A system’s star color and size are purely cosmetic — they tell you what the star looks like, not how it plays.
Section 02 // Intel Display

Reading the Star Map

Your galaxy view is a live intel display. The Galaxy Info panel lets you filter systems by tab, showing the owner, your relationship to them, what key structures are present, and how many of your own units are sitting there.

TabShows
OwnedSystems where you have holdings
Voran CitadelSystems with a Voran Citadel
HQSystems containing a Headquarters
Guild TowerSystems with a guild tower
Jump GateSystems that have a jump gate
TradeSystems with a trade base

Presence overlay: The map lights up systems where you have a presence — your units, your HQ, your City Hall, a nearby Voran Citadel, or a friend’s HQ. Use it to see your reach across the galaxy at a glance.

System search: Look up any system by name or ID to see its planets, its position in the galaxy, and which sector it belongs to.

A system’s interior — its planets, resources, and who else is lurking there — stays hidden until you scout it, have your own units present, or it’s a Voran Citadel system. The map shows you where systems are; scouting shows you what’s inside. See the Scout Operations manual.
Section 03 // Hyperspace

Jumping Between Systems

Ships travel between solar systems by making a jump through hyperspace. There is no fuel to buy or burn — whether a ship can make a jump comes down entirely to one stat: its hyperspace range (often shown as jump range).

MethodWhen It AppliesRequirement
Direct jumpThe target system is within the ship's hyperspace rangeThe ship jumps on its own — nothing else needed
Jump gate assistThe target is farther than the ship can reach aloneYour current system must be able to send a jump AND the target must have a jump gate you can use
A ship with zero hyperspace range cannot jump at all — it’s stuck in-system until it gets a gate assist or is moved by other means.

During a jump, your ship flies out to the edge of its current system, jumps from the boundary, and arrives near the center of the destination. Fleets arriving together are automatically spaced out so they don’t overlap on arrival.

Section 04 // The Highways

Jump Gates

Jump gates are the highways of the galaxy — they let ships cross distances far beyond their own hyperspace range. A gate must be fully built (100% construction) before it will move anyone. To launch a long-distance jump from your current system, that system needs a completed jump gate PLUS either a Voran Citadel or a Headquarters.

Share Settings

Every jump gate has a share setting that controls who’s allowed to use it:

Share SettingWho Can Use It
PrivateOnly the owner
FriendsThe owner and their friends
EveryoneAnyone

You can jump into a system if you own a gate there, a friend owns a gate set to Friends or Everyone, or any gate there is set to Everyone.

Gate Fees

Using someone else’s gate costs credits, charged per ship, based on your relationship to the gate owner:

RelationshipFee Per Ship
Owner (your own gate)Free
Friend100 credits
Public500 credits
Building and owning your own jump gate network pays for itself fast — you skip the per-ship fees and gain the ability to send long jumps from your home systems. There’s no cooldown on gate use.
Section 05 // Zone Tiers

System Classifications

Every region belongs to one of four zone tiers, assigned by how densely packed the systems are. The dense heart of the galaxy is Core; the sparse edges are Void. The further you travel from the Core, the rarer and richer the resources get — but the harder they are to reach and the more exposed you are.

ZoneWhereCharacter
CoreDensest, central galaxySafest and busiest — abundant common resources, but no exotic materials
ArmThe middle bandBalanced — a bit of everything
FrontierSparser outer regionsRiskier — rare resources appear much more often
VoidThe sparse galactic edgeMost dangerous and most rewarding — the best exotic materials, but thin on the basics
Deposits out in Void space are the richest in the galaxy but also the fewest and farthest apart. Don’t push into the edge until your ships have the jump range and your fleets have the strength to survive the trip.
Section 06 // Neighborhoods

Sectors

Sectors are the galaxy's large named neighborhoods. New commanders choose a starter sector when they begin — options include Alpha, Beta, and Eta Sector, alongside the protected Starter Area where most players first land.

Each sector has its own Sector Intel dashboard — a region-wide situational picture showing:

Total systems and resource-tier breakdown.

Recent and largest battles — who won, who lost, units destroyed.

7-day activity levels and the players involved in recent fighting.

Top guilds ranked by systems controlled.

Sector Intel is the fastest way to gauge how contested or quiet a part of the galaxy is before you commit ships to it. Unlike scouting a single system, this is free, always-available regional awareness.
Section 07 // Claimed Space

Territory & Contested Space

Space is claimed, and claimed space is defended. Every region can be held by a player, a guild, or the Empire (Voran Industries) itself.

Empire territory: The Empire controls clusters of regions anchored by Voran Citadels. Each comes with its own jump gate and claims the block of regions around it — stable, well-connected hubs, and a system with a Voran Citadel always reveals its planet details even without a scan.

Voran Protection: Every commander begins shielded by the Empire while they find their footing. That shield holds until your holdings grow past 100,000 units, at which point protection lifts. Spend those early days wisely — learn the map and build your foundation before the galaxy beyond the shield is free to test you.

Reading contested space: There’s no single “danger number.” You judge how hot a region is by combining what the map and Sector Intel tell you — who owns the surrounding regions, your relationship to them, and recent battle activity. A quiet sector with friendly or Empire neighbors is a safe corridor; a sector full of recent battles between rival guilds is one to scout carefully before entering.

Section 08 // Pathfinding

Routes, Travel & ETA

For any trip longer than a single jump, the game plots a route — a chain of systems your ships hop through one jump at a time. Pathfinding finds the shortest chain of jumps that each stay within your ship's range; if no such chain exists, you'll see 'No valid route to destination.' Autopilot flies a route for you hop by hop — pause, resume, or cancel at any time.

When you move a whole fleet rather than a single ship, two rules dominate everything: a fleet’s jump range equals its shortest-legged ship, and a fleet travels at the speed of its slowest ship. Other movement rules to know:

RuleWhat It Means
All members must be in one system to MoveIf your fleet is scattered, you must Rally it first to gather everyone at one point
RallyGathers scattered fleet members to a single destination (or the fleet's home base)
In-transit / busy ships are left behindShips already jumping, sitting on a planet, or otherwise occupied are excluded from a move order
Docked ships auto-undockDocked ships are released automatically when the fleet is ordered to move
Can't move to where you areOrdering a fleet to its current system does nothing
Home BaseA fleet can set a home system used as its default rally point
ETAETA = sum of per-hop travel time along the route, at the Slowest Ship’s Speed

Before committing, use Route Preview to see the trip’s number of jumps, total distance, estimated time, the slowest ship holding the fleet back, and the fleet’s effective jump range.

ETA is an estimate, not a promise. Ships accelerate, cruise, then decelerate — so short hops never hit top speed. Scouts chart their trips for you: a scout’s travel records a mapped route you and your guild can reference, expiring after about 24 hours.
Section 09 // Operational Doctrine

Navigation Checklist

From your first long trip to building your own gate network — follow each tier in sequence as your reach across the galaxy grows.

1Before Your First Long TripNew Commander
1Check your ships’ jump range — it decides whether you can jump direct or need a gate.
2Look for jump gates along the way — a gate you can use bridges gaps your ships can't cross alone.
3Run a Route Preview — confirm there’s a valid route and see the ETA before committing.
4Rally scattered fleets first — you can only Move a fleet when all its members are in one system.
2Planning a Safe CourseContested Space
1Check Sector Intel for the destination sector — gauge recent battle activity before you go.
2Note who owns the regions along the route — friendly, Empire, or enemy space changes the risk.
3Prefer Voran Citadel hubs as staging points — they're stable, well-connected, and reveal their systems.
4Watch your fleet’s slowest and shortest-legged ships — they set your real speed and reach.
3Building Your Own NetworkInfrastructure
1Build jump gates on your key systems — skip the per-ship fees and enable long-distance sends.
2Pair a gate with a Voran Citadel or HQ — that combination lets a system send long jumps.
3Set share settings deliberately — Private for security, Friends for allies, Everyone if you want the traffic.
Section 10 // Threat Assessment

Warning Signs

The messages you'll run into on the map, what causes them, and how to clear them.

"Your current system cannot send a jump"
CauseNo completed gate + Voran Citadel/HQ at your origin
FixJump direct within range, or move to a system that can send
"No accessible jumpgate found in target system"
CauseThe destination gate isn't shared with you
FixUse a Public/Friend gate, own one there, or find a system within direct range
"No valid route to destination"
CauseNo jump chain fits your ships' range
FixUse longer-range ships or route through a jump gate
"Move requires all members in one system"
CauseYour fleet is scattered
FixRally the fleet first, then Move
"Fleet is already at the destination"
CauseYou ordered a move to your current system
FixNo action needed
Ships left behind on a move
CauseThey were in transit, on a planet, or busy
FixWait for them to finish, then move again
Section 11 // Commander's Briefing

Key Tips

Distilled navigation doctrine — the habits that keep your fleets from stranding in the dark.

Jump Range Is Everything
No fuel, no cooldowns — just make sure your ships can reach where you’re sending them, directly or via a gate.
As Fast As The Weakest Ship
A fleet is only as fast and as far-reaching as its weakest ship. Don’t chain a long-range scout to a short-range hauler if reach matters.
Own Your Gates
Your own jump gates are free and uncapped; other people’s cost credits per ship. A gate alone can’t send long jumps — it needs a Voran Citadel or HQ at the origin.
The Map Shows Where, Scouting Shows What
You can always see systems on the map, but their contents stay hidden until you scan or arrive.
Richer Resources Live Farther Out
Core is safe and common; the Frontier and Void hold the rare and exotic — at greater risk and distance.
Read The Room Before You Jump
Sector Intel and region ownership together tell you how contested a destination is. Live position on the map is the truth; the preview is just your best guess.