Okay, so! This is in the Lore Screen for posterity, but it's getting an Informational threadmark for the next whenever so it sticks in people's heads.
Relays!
As per canon, there are two types of relays: primaries, which come in linked pairs with no theoretical but some in-practice range limits; and secondaries, which connect to any other secondary relay within a few hundred light years.
When I had to decide how relays worked in this quest, in addition to cutting through the hilariously inconsistent depiction of the network in the games, I had to resolve the following quandary:
Relays connect over hundreds of light years and we're meant to buy that any of the relays in the game are secondaries? Are they serious? Does BioWare not realize how big the Milky Way is? I have to make a readable map with these rules!
My first decision was to quietly retcon secondaries to be, "short-ranged, but not
that short, Jesus Christ BioWare."
This worked until I then realized that there was literally no reason not to flag this as yet another part of their delightfully interesting lore into which BioWare simply neglected to invest even the slightest fucking effort. Unfortunately, I came to this realization c. Turn 16, so a retcon was in order. *bitter sigh*
Going through the story, you will see references to secondary relays. If they occur prior to Turn 17 Results: 496 GS, mentally paper them over with the words, "Primary relay to [relevant destination]." I'm not going back and fixing all of them. I'll spot-check any I have occasion to notice, but no more than that.
Here's how relays now work on my galaxy map (in the Status Screen, made by the endlessly helpful
@Versharl): The solid connections are
all primary relays. All of 'em. Why all? Well, secondaries connect over hundreds of light years. I have simplified this 1,000 light years for all of them. Now look at that map. If you measure from one tip of the galaxy to the next, and then divide that length into
one hundred equal-sized pieces...
...there you have a thousand light years. That is
minuscule. Thus, we're not
showing secondaries on the map. Instead, secondary relay connections will be something tacked onto the clusters shown. The number of active secondary relays within range of a cluster becomes a resource like any other; effectively a measure of a cluster's strategic depth.
Now, theoretically, there's nothing stopping one from jumping up a chain of secondary relays in order to circumvent a primary link. In cases where somebody successfully does this, the connection will be represented by a dashed line (or something, I need to check with Versharl if this is feasible. Maybe it'll be a bright orange line, who knows?). As of now, no such routes exist.
Also, don't try to attack an enemy cluster like this unless you are
supremely confident in your attacking fleet's odds of success against the theoretical combined might of your victim's entire navy in an endurance slugging match with no resupply. Relays take days to weeks to activate, so your fleet is going to be in for a fun time while waiting for their only route home to open up.
I am still deciding how many secondaries all of your owned clusters have. I know Sentry Omega has zero. The others are uncertain. Since I hate retcons and feel annoyed with myself for rendering this one necessary, I'll go ahead and grant that you have naval dominance over all of your secondaries and the 1st Raiding can cover them in its patrol pattern acceptably. This will probably mean they're
shitty and small secondary-attached clusters since I have limits, but they will be
secure, shitty, and small secondary-attached clusters.
Now if you'll excuse me, I have a write-in to codify into the update regarding trying to secondary your way to the Phoenix Massing from Sentry Omega.