X-WarsResurrection
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Transport routes - early logistics on the star map

I opened the first transport routes on the map. Pick two waypoints, assign a courier, and let cargo move without babysitting every hop. This is early-stage - expect problems - and the longer story is automation, stealth, and contested lanes.

Dispatch from Command. Colonies pile ore. Beacons drink frurozin. Fleets sit with empty holds while you click the same transfer one more time. That friction is honest for a while - then it becomes unpaid logistics. Today I am opening the first cut of transport routes so a dedicated courier can run a lane while you watch the map for something more interesting.

Early-stage - expect problems

I am marking this early-stage on purpose. Routes will misbehave. Couriers will stall. Stock snapshots will lie for a moment. Launchpad handoffs and capacity edges are still sharp. If something looks wrong, file Command relay with the route name and what you expected - that is how this system grows up. Do not treat a broken lane as a finished product.

What you can run today

  • Open Routes on the map HUD. Create a draft, pick waypoint 1 and waypoint 2, configure cargo lines (load / unload / wait or threshold), assign a courier fleet, then activate.
  • Endpoints can be your planets (surface via launchpad or orbit stock), parked fleets, or occupation beacons - so a lane can feed a forward fuel tank or strip a depot without you sitting on the tile.
  • Cruise speed is yours to throttle: slower burns less frurozin between hops; faster empties the tank sooner. Fuel rules still match /docs/fleet-fuel.
  • For now a route is two waypoints. The courier shuttles that pair. That is enough to prove the loop before I ask you to manage a whole chain.

Why this matters

X-Wars was always about empires that breathe while you sleep - not spreadsheets that demand every click. Transport routes are the first honest automation for trade and supply: the same geometry that makes occupation and colonisation matter should eventually move goods without turning commanders into warehouse clerks. Serious Fun is the steady lane; Hard Fun is what happens when someone else notices it.

Ideas on the horizon

  • Deeper automation - routes that keep feeding fleets, beacons, and planets as standing doctrine, not one-off babysitting.
  • Stealth components on ships (race-flavoured) so a courier can vanish into the dark - and espionage gear that can still smell a quiet fleet.
  • Interdiction: fleets that can be plundered or stopped in flight, so a fat lane becomes a story instead of a free conveyor.
  • More than two waypoints - a courier following a longer route down the chain when the two-stop proof holds.

Reference sheet: /docs/transport-routes. Short bullets land on /release-log. Break a route on purpose, tell me what broke, and keep the map interesting.

Sebastian "Degola" Lagemann

Topics X-Wars Resurrection · browser MMO · early alpha · transport routes · fleet logistics · trade automation · space beacons · cargo fleets

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