====== Hyperspace Lanes ======

Hyperspace Lanes are commonly travelled area's of space that have been pre-mapped and are generally safe to jump through. These Hyperspace Lanes often form the core of the trade system network between worlds. Any (:hex) Sector can have at most one hyperspace lane per faction. Multiple adjacent lanes can form a hyperspace route, such as the [[ic:Bozzy Spine]].

===== Hyperspace Lane Properties =====

A hyperspace lane has five properties:

==== Sector ====

The Sector is the sector in which the lane is located. This cannot be affected by anything.

==== Lane Owner(s) ====

The owner or owners of the lane. These people are responsible for its maintained. If there is no owner, the lane deteriorates. Rate of deterioration depends on many factors.

==== Lane Capacity ====

The maximum total amount of cargo (not capacity, actual cargo) that can be moved over the lane. This is for the combined total cargo of all trade routes. Any cargo beyond this limit travels through the sector as if there was no hyperspace lane. Lane Capacity is a value derived from Lane Quality. To calculate the Lane Capacity, take the Lane Quality, then multiply by 5,000. Thus:

<code>
Lane Capacity = Lane Quality * 5,000
</code>

==== Lane Quality ====

The quality of the lane, expressed as a positive integer of 2 or greater, is the reduction factor of the hex, for all qualifying trade routes.


==== Sector Capacity ====

A Hyperspace lane uses (1| [[sector capacity|realspace]], and |1) [[sector capacity|hyperspace]] per point of quality. For example, a quality 2 lane would take up (1|2).
===== Hyperspace Lane Cost =====

Hyperspace Lanes can be constructed and upgraded using [[special goods|Hyperspace Nodes]]. 

It costs 2,000 (:hyperspace-nodes) to start a Quality 2 Lane. Upgrading the Quality by 1 costs 1,000 (:hyperspace-nodes). In the table below, the total costs are listed.

|  ^ 2 ^ 3 ^ 4 ^ 5 ^
| Lane Quality | 2,000 (:hyperspace-nodes) | 3,000 (:hyperspace-nodes) | 4,000 (:hyperspace-nodes) | 5,000 (:hyperspace-nodes) |

For example: if you have a Quality 2 lane and you want a Quality 3 lane, you have to pay 1,000 (:hyperspace-nodes).

Higher qualities are possible, extrapolate by extending the table.

==== Upgrading ====

You can only upgrade one step at a time. Developing a Lane where there existed none previously takes a minimum of 2 weeks. Upgrading a Lane by one step takes a minimum of 1 week.

===== Maintenance =====

Hyperspace Lanes require maintenance in (:tax) per turn. To calculate the maintenance costs, take the Lane Quality, then multiply by 100.

<code>
Maintenance Tax Cost = Lane Quality * 100
</code>

Thus, a basic lane of quality 2 costs 200 (:tax) per turn to maintain.

Maintenance is doubled if you have no independent system is in the same Sector as the lane.

===== Other Players and Hyperspace Lanes =====

If you are the only player in your sector, you control who can travel through your territory as well as who can use your hyperspace lane. You might ask for payment, for example.

In a sector you share with another player, either of you can allow travel through the sector, but the owner of the hyperspace lane can control who can use that lane. If you co-own the hyperspace lane, then either can allow access. In both cases, access can only be blocked by unanimous vote of all owners.

You cannot block travel through a neutral sector, but you can block access to a hyperspace lane you own in a neutral sector. Furthermore, you cannot block other players from building their own, competing hyperspace lanes in neutral sectors. You CAN block other players from building hyperspace lanes in your own sector, though only if all other players in that sector agree.