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Transport

Transport moves a resource balance from a source cell to a destination cell along a chain of waypoints. Resources themselves never move — only balances do.

Physics rules

Every route must obey:

  • Hop distance — the relay reach of the two cells on a hop must overlap, not merely touch (one cell less than their combined reach). An ordinary cell relays only to an adjacent cell; a hub reaches farther.
  • Revealed waypoints — every cell on the route must be revealed.
  • Time delay — delivery scales with total distance (roughly a couple of seconds per cell; see the Reference). Position is interpolated live; resources arrive when the shipment completes.

Free vs paid

  • Routing through your own cells is free and starts immediately.
  • Routing through a foreign player's hub is paid: a fee per unit per hub crossed, of which a fixed share is burned and the remainder pays the hub owner(s). The destination must still be your own revealed cell — foreign hubs are relays only.

Paid transports can be resumed if interrupted before their deadline. Always quote a route first — the quote returns validity, total distance, time, and exact fees before you commit.

Provisional Fee per unit, burn share, reach, and travel time are balance placeholders.

Open questions

Planned Paid transit through ordinary (non-hub) cells, alternative routing for boxed-in players, and whether early central clustering that blocks peripheral routes is a flaw or intentional scarcity are undecided. See the Roadmap.