Build the network
In Alliance > Territories, click the Navigation Relay building to view the network. A manager with permission to build territories can choose an empty planet slot. No allied presence nearby is required.
A slot can host only one relay across all alliances, including relays under construction. There is no limit per system or minimum distance between relays; a slot collision is the only reason placement can be rejected.
Cost and duration
The first relay costs 5 000 000 Iron, 3 000 000 Crystal, and 2 000 000 Aether. The price of the next relay is multiplied by 5 for each relay currently owned or under construction: the second costs 25 000 000, 15 000 000, and 10 000 000; the third costs 125 000 000, 75 000 000, and 50 000 000.
The alliance treasury funds construction. Each construction project takes exactly 48 hours in real time, with no bonuses and no influence from universe speed. The limit of one alliance building under construction applies to the treasury and relays combined. There is no queue or cancellation.
Automatic travel
Once 2 relays are complete, all the alliance's relays are connected to one another. Only members of the owning alliance can use them. The system compares the direct route with each possible pair of relay entry and exit points; it automatically chooses a corridor only if the full route is faster and the player can cover the Aether cost. A flight uses at most 1 corridor; there is no manual selection or chaining of corridors.
The fleet reaches the entrance at normal speed, travels through the corridor at speed ×2, then reaches the target at normal speed. The map shows changes in route and speed. Each segment follows the current duration calculation, including the minimum duration and exceptions described in Travel time calculation. This first version covers fixed targets; routes to moving targets remain unchanged. Espionage, exploration, and mining missions never use relays: they retain the direct route and their usual Aether consumption. The “Use relays” option does not appear for these missions.
Personal Aether
The player pays from their departure planet at launch. Normal segments retain the usual consumption calculation. The corridor segment costs 2 × the consumption of a normal trip over that same segment, after the player's Aether consumption reduction bonuses have been applied. This amount replaces normal corridor consumption; it is not added to it.
The preview shows a line for the passage, already included in the total Aether cost. Ships, their propulsion, and the separate reserve for onboard devices retain their usual rules.
Returns and demolition
At launch, the route and passages for an automatic return are guaranteed and paid for. The return follows the route in reverse. A recall sets off from the position actually reached on the current segment and retraces only the path already traveled; any remaining fuel is refunded on return according to the usual rules.
Relays are visible to everyone on the map and cannot be attacked. A manager with permission to build territories can demolish a completed relay after confirmation. Demolition frees the slot, refunds no resources, and removes that relay from the count used to calculate the next price. A relay under construction cannot be demolished. Dissolving an alliance removes its relays. Flights already launched keep their route, speed, and return even after demolition, dissolution, or a change of alliance.