And so we come to such conundrums as empty hex jumps. Various sources that I like to use suggest that EHJs are completely possible in the current (1105) timeline -save for fuel problems. However, in the early parts of the timeline, it is waaaaaay less clear. Gurps interstellar wars specifically states that terrans could not do it, and that the Vilanii hadn't for quite some time. Howver, internal evidence in other CT works indicates that the vilanii have to have been able to cross J-2 gaps just to get where they got to before the hard date that they discovered Jump 2.
Why this always seemed iffy to me (and I'm the one who started this thread and others on the subject): The layout of the interstellar wars makes it clear that the vilanii never used any kind of EHJ. Terra was isolated from the empire by two chokepoints, which were the only way a J2 ship could make it by jumping star to star. If these didn;t exist, or empty hex jumps were possible, terra would have been easily directly attacked, rather than having a defense in depth.
So, to me, the issue is: what is it about an EHJ that allows the vilanii to expand into their known J1 empire, but not to attack terra. And conversely, why couldn't terra use empty hex jumps to attack the vilanii directly (fairly major systems are within 4 parsecs of terra if one ignores empty star to star routes.
The Vlanii may have stopped using them for cultural reasons, perhaps; but they were nothing if not archivalists. They had to have retained the info, even if it wasn;t in common use; and at several points, the war could have been decisively ended, and the empire saved by their use. So why not ? Possibly the terrans hadn;t discovered it for the first few, but they must have found out later in the war, just from loking at where the Vilanii went with J1. So, when facing utter destruction, why didn't they use Empty hex jumps to strike the vilanii ?
So whatever the solution is (and we argued this around and around, so look it up if interested) it has some truly important implications for gaming in that period; and some important, if not profound implications for even gaming in the classic period....rift travel and the settlement of sparse areas (like the outrim void) being more obvious examples.
This is a great example of my thesis that RPG settings benefit from some ambiguity; a seemingly trivial rules issue, for me, really has come to help define how I run my setting. And, I've certainly developed lots of backstory for myself which always helps me run a better game.
And, oh yes, this too: if it does seem a trivial and unimportant issue, then one can ignore it, and no harm done.