“To land, a ship must be in orbit or stationary adjacent to a planet”, but it is not clear to me how I can be stationary adjacent to a planet unless I just took off from it, because I was moving when I entered the adjacent hex and the planet’s gravity can’t cancel that movement unless I am taking off. So I’d better think about how one gets into orbit.
I could enter Venus from the A-ward hex… gah. Find a Star Fleet Battles map (ETA: this is my own thought process, not an instruction to the reader). Of course, the hex grid is differently oriented (columns not rows). Put Venus in 4114. Naively I suppose one gets into orbit by arriving travelling parallel to the planet’s surface and counterthrusting. I could arrive in 4014 with velocity C, altered to CB by gravity, thrust E next turn, in orbit… but I could also arrive with velocity CD altered to CC by gravity, thrust F.
I might even be able to finish on an overload (I think “It is not possible to land as part of an overload manoeuvre” applies to the orbit->landed transition not to entering orbit; I’d be grateful if you’d confirm that) eg come in from 3812 to 4014 with CCD, CCC after gravity, thrust FF. Conveniently I’m pointed at 3812 already.
However, this journey isn’t a convenient size with the granularity of acceleration; that’s ten hexes away and if I accelerate to speed 5 to hit it in 2 turns I’m then going too fast when I arrive. I might as well save fuel and stress on the ship.
No thrust for 2 turns, then A, then F. Then a sitrep, if it’s not “we just crashed into Venus”, please.
(I think the optimal journey is overthrust CD, C, D (getting almost to where I am a turn early), C, F (making up the “almost” by thrusting in my coasting turns), then A, F to land as above. But I just eyeballed that so might be off a hex somewhere).