Under most circumstances, units are capable of
transmitting and receiving orders to and from HQ, and so by extension, any
other friendly unit, effectively instantaneously. So if fleet A encounters
a large hostile fleet in 500x500/01 on turn 3, week 1, day 1, fleet B can
(assuming its orders allow it to respond in such a fashion) begin moving
to intercept that hostile fleet on turn 3, week 1, day 1 at however long a
distance it might be from 500x500/01.
“Most circumstances” are those in which the transmitting
and receiving units are both within the empire’s communications network. A 2nd
generation communications network extends 2 sections in all directions from each
of an empire’s colonies. If an empire has groups of colonies whose control
ranges do not meet, then the empire is broken down into multiple communications
networks, each of which can pass on messages instantaneously within itself but
not with the other networks. The borders of star nations can be considered to be the
outer edge of their control ranges. Outside of control ranges, an empire would
have to make special provisions for detecting ships or supplying their own
vessels. While a nation might claim territory sector by sector, that claim makes
for “borders” with less practical significance than ones defined by control
ranges. Full military allies treat their communications networks
as one larger one, assuming that they are within range to form such a network.
Empires with other political relationships might agree to pool communications
networks as a specific treaty term. Ships outside communications networks, or communications
networks separated from one another, have a flat 1 turn delay in transmission
and reception of messages. In the example above, if fleet A and/or B were
outside the communications network, or just not in the same one, fleet B would
get word of the encounter and be able to begin responding to it only on turn 4,
week 1, day 1. Advances in communication technology can increase the
range of communications. For each advance, add 1 section to the allowed range
between colonies for communications purposes. Communications ranges and VLRS
ranges increase together, as the result of single R&D efforts. This range is
sometimes in these rules referred to as control range, and also has an
impact on ship supply rules. Advances in communications technology may also allow for
units other than colonies to act as colonies for communications purposes. The
first advance along this branch of the tech tree provides the ability to build
communications centers. The basic communications center costs 20 points (66.7
RP’s), requires 10 equipment spaces aboard a ship or base, can only be used
while the unit is not in motion, and requires 1 week to deploy and 1 week to
pack back up for travel. 2nd generation powers are assumed to start
off with this technology. Tech advances from there can, 1) reduce the cost to 10 points (1st advance)
and then to 1 (2nd advance) 2) reduce deployment/repacking times to 4 days
(1st advance) and then to capable of working while underway without
any deployment/repacking at all (2nd
advance) 3) reduce equipment space requirements by 3 equipment
spaces per advance, to 7, 4, and 1, the minimum. Diplomatic
exchanges are considered to have instantaneous communications between the
ambassador and their empire’s HQ. This is to preserve gameplay convenience;
however, communications networks would for this purpose anyway be expected to
extend through enemy territory (if you’re at war with someone, you’re presumably
in range to talk with them and have their ambassador communicate with their
government if you’re willing to talk at all). It can also be considered to
reflect the ability of skilled diplomats to work much as though they had full
access to certain information they can only conjecture.
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