What, exactly, does the Legendary Discovery crisis do?
There is a fairly in-depth discussion of it on the forums with regards to its effects on New Caprica (that it does, in fact, activate Sleeper phases and can bring the ship to New Caprica), including responses that are supposedly from the rules folks.
However, I can't find much discussion on what it did in the original game. The reason I ask is that we had a game where the humans were, to all appearances, hosed. They had traveled 8 distance, but they barely any of any resource (only 1 pop). When I played the Super Crisis card that resets the jump track and puts a bunch of ships on the board, it was even more grim. Now they had to go all the way through a jump track without losing resources (since they couldn't jump early).
Then a human player pulls the Legendary Discovery crisis.
There was a lot of discussion about it, but in the end it was decided that the distance from the Legendary Discovery crisis counted as enough of a "jump" to win the game for the humans. What does everyone think? It isn't a "jump" so from a strict rules-lawyer perspective, I don't think that flies. But on the other hand, it is (as far as I can tell) the ONLY way in the entire game to travel distance without jumping.
So back to the initial question: what, exactly, is this card supposed to do?