Jump Gate
Jump Gates instantly move selected, available ships between two distinct eligible stations you own in the same selected game universe (G1, G2, G3 or G4), including stations in different slots of one physical location. Imported stations can have different saved coordinate-galaxy numbers without belonging to different game universes. Choose the destination gate on the station's Jump Gate screen; the station identity and slot matter, not just planet coordinates. They do not transfer resource cargo.
Requirements and cost
Construction requires Hyperspace Technology 7. Existing converted gates can be used when both ends are eligible and ready.
Construction cost
Base material cost for target level L is the level-1 amount × 2^(L − 1), rounded to the nearest whole resource before applicable discounts.
| Resource | Level 1 | Level 5 |
|---|---|---|
| Metal | 2,000,000 | 32,000,000 |
| Crystal | 4,000,000 | 64,000,000 |
| Deuterium | 2,000,000 | 32,000,000 |
Material Physics reduces material costs. Buildings and facilities also require the Credits shown in the construction quote. Use that quote for your actual price.
A jump consumes 200 Fuel Cells at the origin. Both gates must exist and be off cooldown. Gate usage shares the 500 Fuel Cells per calendar day cap with phalanx scans and eligible reward boosts.
Cooldown
Each end recharges according to its own level:
Cooldown seconds = floor(3600 × 0.5^(gate level − 1))
| Gate level | Cooldown |
|---|---|
| 1 | 60 minutes |
| 2 | 30 minutes |
| 3 | 15 minutes |
| 4 | 7 minutes 30 seconds |
| 5 | 3 minutes 45 seconds |
This halves per level; it is not 60 minutes ÷ level.
Planning
Select the ships and destination carefully. Both stations need built gates, and the origin needs its Fuel Cells and both ends off cooldown. Gates transfer available owned ships, not defenses, ordinary resources or another player's fleet; refused jumps do not spend ships or fuel. A jump is immediate relocation, not a timed fleetsave: ships remain vulnerable once they arrive. Maintain fuel for the next normal mission at the destination.
In the Jump Gate modal, All beside a ship type selects only that type's available ships. Send all ships selects every available ship type and sends the jump immediately; Jump sends the quantities you entered. If the origin lacks Fuel Cells, either action reports the required and available amounts without sending ships. A gate still needs an eligible destination and cannot jump during cooldown.