Let’s take a deep dive into distances and speeds in TOS.
I considered posting this in the TOS forum, but I figured I would get a lot of, “LOL who cares speed of plot,” kind of answers. So I posted it here in Trek Tech. However, this IS related solely to TOS and TOS-based official technical reference works, not really the later shows or their respective manuals at all.
Now, speed of plot is not a bad concept, and it is a simple fact that the writers were never really rigorously adhering to a particular warp formula, let alone a map. So, for all the pretentiousness of this thread, it’s basically just an exercise in identifying distances and speeds that more-or-less “feel right” — and ones that really don’t.
Let’s begin.
The Star Trek Writer’s Guide (3rd rev., 1967) has a few general remarks on distances:
Like many things in the Writer’s Guide, this was and is taken as gospel by some fans, and disputed by other fans on the basis that the on-screen evidence pointed to something else. Let us summarize some of the stronger evidence from the series:
In order to keep the numbers somewhat tangible and relatable, I calculate each speed first in absolute terms of parsecs traveled per day (I could as easily have chosen light years, but all the mapmakers preferred parsecs), and second in relative terms of the time needed to cross a percentage of the map, i.e., a sector. Each mapmaker defined a sector differently, and mapped on a completely different scale, so, in order to compare apples to apples, for the purposes of this discussion I am defining a sector as ¹⁄₁₉ₜₕ of the diameter of the Federation’s sphere of exploration/influence. It’s a little bit arbitrary, but for now it’s good enough to help us “eyeball it.”
The Star Fleet Technical Manual (1975) shows us a Federation Exploration Area with a 9,500-parsec diameter, which is huge compared to later maps, but small compared to the Guide’s suggestion that Starfleet has the run of the galaxy. But the great Franz Joseph also stuck with the Guide’s WF scale. Thus giving us the very longest travel times that we will see:
Next up we have Star Trek Maps (1980), which reduced the diameter of the Federation to 480 pc (smaller than a sector in SFTM terms). Furthermore, STM used a much faster WF scale, retaining the basic formula from the Guide, but “correcting” it by multiplying it by “Cochrane’s factor” — or at least the “average value” thereof. Thus giving us the very shortest travel times that we will see:
The Star Trek: The Role Playing Game by FASA (1983-97) returned to the Guide speeds, but reduced the Federation diameter yet again so that it was now 180 pc:
Meanwhile, the Star Fleet Universe (1979-), a family of tabletop games based on the SFTM — and therefore retaining its 9,500-pc map — invented different speed scales for the needs of different games, but what matters for this discussion is the fact that eventually, in GURPS Prime Directive (2002), the settled on non-combat speeds equal to 64 times the Guide speeds. Coincidentally or non-coincidentally, this gives us relative travel times very similar to FASA’s.
Analysis forthcoming…
I considered posting this in the TOS forum, but I figured I would get a lot of, “LOL who cares speed of plot,” kind of answers. So I posted it here in Trek Tech. However, this IS related solely to TOS and TOS-based official technical reference works, not really the later shows or their respective manuals at all.
Now, speed of plot is not a bad concept, and it is a simple fact that the writers were never really rigorously adhering to a particular warp formula, let alone a map. So, for all the pretentiousness of this thread, it’s basically just an exercise in identifying distances and speeds that more-or-less “feel right” — and ones that really don’t.
Let’s begin.
The Star Trek Writer’s Guide (3rd rev., 1967) has a few general remarks on distances:
For speeds, it is rather more specific:For long measurements, such as distance between stars, we use light year measurements. For example, the closest star to Earth is Proxima Centauri, which is 4.2 light years away. Other stars in our galaxy are hundreds or thousands of light years away.…
The term PARSEC is also used in measuring vast distances -- Parsec is 3.26 light years…
There are seventeen Starfleet Command Centers strategically located throughout our galaxy.… The STAR TREK FORMAT is to use Starbases with Starbase Commanders only when vital to a story, preferring to keep Kirk and the Enterprise far away and out of touch.… When necessary, we can establish our distance from a Starfleet Base is such that it takes hours or even many days for subspace radio messages to be exchanged.…
Our galaxy… is approximately 100,000 light years in diameter and 12,000 light years in depth at the center. Thus, to patrol only a small part of this gigantic cluster of matter, our starship must be capable of traveling hundreds of times the speed of light. Our galaxy has not yet been fully explored by the Federation's starships there are still vast unknown areas even in the sector assigned to the U.S.S. Enterprise.
NOTE: Our starship will never leave our galaxy -- by conservative scientific estimate, its uncounted millions of suns and planets include at least several billion planets quite like Earth -- more than enough adventures for even an unusually long television run.
In summary:The Enterprise engines (the two outboard nacelles) use matter and anti-matter for propulsion, the annihilation of dual matter creating the fantastic power required to warp space and exceed the speed of light.…
Hyper-light speeds or space warp speeds (the latter is the terminology we prefer) are measured in WARP FACTORS. Warp factor one is the speed of light -- 186,000 miles per second (or somewhat over six hundred million miles per hour.) Note: warp factors two, three and four and so on are based upon a geometrical formula of light velocity. Warp factor two is actually eight times the speed of light; warp factor three is twenty-four times the speed of light; warp factor four is sixty-four times the speed of light, and so on.
Maximum safe speed is warp six. At warp eight the vessel begins to show considerable strain. We have established in preceding episodes that warp seven or eight are used only in emergencies, in hot pursuit and so on, and can be highly dangerous.

Like many things in the Writer’s Guide, this was and is taken as gospel by some fans, and disputed by other fans on the basis that the on-screen evidence pointed to something else. Let us summarize some of the stronger evidence from the series:
Now, before we ourselves grapple with what the speeds and distances “should” be, let us summarize the TOS-based works which have done so before us.“Rigel…is…approximately 860 light-years (260 pc) from Earth.” (Wikipedia) (This real star system was visited by the Enterprise in The Cage, Mudd’s Women, and The Doomsday Machine, and was mentioned in many other episodes.)
“We’re hundreds of light years from Earth, Mister Spock. No colonies or vessels out this far.” (Miri)
“900 light years from Earth.” (The Squire of Gothos)
“All of a sudden, we’re clear across the galaxy, 500 parsecs from where we are, I mean, were.” “Take us back to where we’re supposed to be, Mister Sulu. Warp Factor 1.” (Arena)
“Only ¹⁄₁₆ₜₕ parsec away, Captain. We should be there in seconds.” (Bread and Circuses)
“A planet over 1,000 light years from here.” “Go to Warp 6.” “Round-trip time?” “1.7 days.”(Obsession)
“Not even a Vulcan can know the unknown, Captain. We are hundreds of light years past where any Earth ship has ever explored.” (Return to Tomorrow)
“990.7 light years away.” “Warp 8.4… our estimated time of arrival is…” “11.337 hours.” (That Which Survives)
In order to keep the numbers somewhat tangible and relatable, I calculate each speed first in absolute terms of parsecs traveled per day (I could as easily have chosen light years, but all the mapmakers preferred parsecs), and second in relative terms of the time needed to cross a percentage of the map, i.e., a sector. Each mapmaker defined a sector differently, and mapped on a completely different scale, so, in order to compare apples to apples, for the purposes of this discussion I am defining a sector as ¹⁄₁₉ₜₕ of the diameter of the Federation’s sphere of exploration/influence. It’s a little bit arbitrary, but for now it’s good enough to help us “eyeball it.”
The Star Fleet Technical Manual (1975) shows us a Federation Exploration Area with a 9,500-parsec diameter, which is huge compared to later maps, but small compared to the Guide’s suggestion that Starfleet has the run of the galaxy. But the great Franz Joseph also stuck with the Guide’s WF scale. Thus giving us the very longest travel times that we will see:

Next up we have Star Trek Maps (1980), which reduced the diameter of the Federation to 480 pc (smaller than a sector in SFTM terms). Furthermore, STM used a much faster WF scale, retaining the basic formula from the Guide, but “correcting” it by multiplying it by “Cochrane’s factor” — or at least the “average value” thereof. Thus giving us the very shortest travel times that we will see:

The Star Trek: The Role Playing Game by FASA (1983-97) returned to the Guide speeds, but reduced the Federation diameter yet again so that it was now 180 pc:

Meanwhile, the Star Fleet Universe (1979-), a family of tabletop games based on the SFTM — and therefore retaining its 9,500-pc map — invented different speed scales for the needs of different games, but what matters for this discussion is the fact that eventually, in GURPS Prime Directive (2002), the settled on non-combat speeds equal to 64 times the Guide speeds. Coincidentally or non-coincidentally, this gives us relative travel times very similar to FASA’s.

Analysis forthcoming…