Of course Hivers in the AM era should be farcasting anyway, so that .99 is only for jumps over 10(?) LYs.
Or missing your cast, which happens more often than not.
As for differences between SotS and GalCivII, I enjoyed the post about GalCivII being a game of modifiers, and SotS being a game of Logistics. I think that's a interesting way to look at it and not one I'd considered.
I disagree, with the others, with the statement that all travel is based around lanes, which is misleading at best and wrong at worst. Two of the 6 races do make use of lanes (Humans, who use lanes seeded at map creation), and Zuul, who create their own network on the fly. The other 4 don't, and may travel from any location to any other, though they have their own variations.
GalCivII is very much about planetary infrastructure. Building farms, research centers, galactic wonders, etc, is a massive focus of that game. SotS on the other hand almost completely abstracts infrastructure and puts that focus instead on the combat, which is... infinity more satisfying that GalCiv's combat (Read: not an automated game of rock-paper-scissors). Planets, in SotS, are merely factories, sources of revenue, and staging grounds for fleets.
SotS has it's randomized tech-tree, which I really enjoy. It's also rather free of filler techs, which I appreciate. Every tech has a tangible effect, and most of them are related (directly or indirectly) to combat. Each game you have access to different techs (and sometimes access from different trees/pre-reqs) and the same goes for every other player.
SotS has a number or random events which makes the game world/galaxy feel more dynamic than in GalCivII. Watch the swarm hives send out queens, establish more hives, and generally be a pain for everyone's backside in the early game. Lose you scout fleet to an asteroid monitor, then throw some research at the problem and take control of it so you can us it against others. Late game, when a grand menace shows up, pray it heads for someone else' territory. Research a little too heavily into AI, and watch as the AI rebels, taking a third of your empire with it and forming it's own race. There's a lot going on outside of the playable races, which you don't see in GalCivII.
Speaking of playable races, they also play significantly differently. Each race has different odds of accessing technologies, meaning Liir tend to (but not always) make use of energy weapons, plagues, and shields. Hivers, on the other hand, get a high chance at ballistic, armour, and explosive techs. But I've had a game as Hiver where I hit the top tier shield and beam techs, which was rather a shock to my opponents when they realized that fact.
The races, because of their travel mechanism, also expand differently. Humans tend to expand very quickly. If they push it, they expand far quicker than they can actually afford to protect (or finance). Hivers, to bring them up again, are incredibly slow reaching new places, which makes their initial exploration (and thus expansion) very slow in comparison. But they manufacture quickly, and by the time they place a teleportation gate on a new planet, they already have a full fleet waiting to colonize and protect the planet. They might not grab territory as quickly as the others, but once it's theirs, they tend to keep it.
One last comparison: Each race in SotS has a randomized habitability rating, which when compared to the rating of the planet, determines how much you will have to subsidize a colony, and how long you will have to do so, before it becomes a productive member of your empire. This means that every race values each planet differently, unlike GalCiv, where everyone want's that size 25 paradise. This will, in some games, make two races natural rivals, as they compete for the same planets. Or it can make for an easy alliance if the Tarka and the Humans have near-opposite preferences, and can share the same area of space without stepping on each others toes.