# Cargo routes UX This document covers the cargo-route surface: the inspector subsection (a single-row dropdown + contextual actions after F8-05), the map-driven destination pick, and the optimistic overlay that keeps the inspector and the map in lock-step with the local order draft. The engine semantics are quoted from [`site/ru/rules.md`](../../site/ru/rules.md#routes) section "Грузовые маршруты"; this file is the source of truth for how the UI surfaces those rules. ## Engine semantics in one paragraph A cargo route on a planet you own pairs a load-type slot (`COL`/`CAP`/`MAT`/`EMP`) with a destination planet. Once set, the engine loads transport ships at the source on every turn cutoff and sends them to the destination, draining the load-type stockpile ("colonists" → population pool, "capital" → industry crates, "mat" → raw materials, "empty" → ships returning unloaded). When several slots are configured the engine processes them in `COL > CAP > MAT > EMP` priority order (`game/internal/controller/route.go.SendRoutedGroups`, line 101). Routes are constrained by reach: the destination must be no further than `40 × driveTech` world units along the torus-shortest path (`util.ShortDistance` ≤ `Race.FlightDistance()`), and a route whose destination becomes unreachable at the next turn is auto-removed (`RemoveUnreachableRoutes`). ## Single-row inspector subsection The cargo-routes subsection renders below the production controls on every owned planet inspector. F8-05 collapsed the previous four-slot grid into a single `