Since having every star have starlanes to all of its neighboring stars be hard to defend, and no surprises while exploring, I implemented randomized starlanes. How it works is that it creates all the adjacent starlanes as usual (my previous post showed a screenshot of visible starlanes connecting to my two systems, note that there's no star without a starlane connecting). Then when all the legal starlanes are created, it then goes through the nodes and activating the next starlane with the shortest length. After this is done, every star is connected with the shortest starlane, or in other words, a minimum spanned tree.
Since this often results in one route to most of the stars, I added in a percentage of unactivated starlanes at random, which adds some alternate routes. I can modify the percentage value (10% will barely add anything, while 30% will add a lot) to alter the number of starlanes, this will be an option in galaxy setup.
I'm quite pleased with the result, this reminds me a lot of MoO 3's starlanes! Here's a screenshot showing all the activated starlanes, notice that not all stars are connected to all of its neighboring stars, resulting in possible strategic strongholds:
Next up is replacing the line drawing with a thicker line using a different rendering system. The current line is too thin, and is slow. There's some other improvements that needs to be done, then I can finally focus on fleet/squadron movement and combat resolution.