The World
Travel & Docks
Content nobody can reach is content nobody pays for. Two systems connect your world: docks with boats that ferry adventurers between islands, and flight paths that sell fast travel between hubs.
- Boat capacity
- 6 passengers
- Boat speed
- 2 tiles / s
- Flight fare
- $5 + $2 / tile
Docks & boats
Docks are placed in pairs on water with adjacent ground; linking two docks opens a route and registers the two islands as connected. A boat runs the route on a simple state machine.
| Boat property | Value |
|---|---|
| Capacity | 6 passengers |
| Speed | 2 tiles / s |
| Wait at dock | 5 seconds to gather passengers |
| Route | pathfinds on water only, between the paired docks |
Taking a boat
- An adventurer with a travel intent walks to the dock's boarding cell.
- Within range it boards and waits in the dock's queue.
- When the boat is docked and its 5-second timer expires, it collects up to 6 passengers and sails.
- On arrival it drops them on the far island's adjacent ground, and they carry on.
Destroying either dock of a pair tears down both, every boat on the route, and the island link — strand an island and its population drains away.
Flight paths
Flight paths sell instant travel between settlements that offer the feature. Unlike docks, you set a fare policy rather than per-trip prices — the fare is $5 base + $2 per tile of straight-line distance, rounded up.
| Flight policy | Value |
|---|---|
| Base fee | $5 per flight |
| Rate | $2 per tile of straight-line distance |
| Charged to | the adventurer's purse — a small gold sink |
Reachability
Both systems exist to beat the region check: an adventurer only targets content in its own connected landmass. Docks and flights add the cross-island links that let population spread to far zones — without them, anything offshore sits empty no matter how good it is.
This article documents MMOS v0.1 behaviour. Systems, numbers, and formulas are pulled from the current simulation and will be updated as the game evolves.