Jump Gate
The Jump Gate enables instant fleet teleportation between your moons.
Overview
| Property | Value |
|---|---|
| Type | Transportation Facility |
| Function | Instant fleet movement |
| Location | Moon only |
| Prerequisites | Lunar Base 1, Hyperspace Technology 7 |
| Cooldown | 60 minutes / level |
| Cost per Jump | 200 Fuel Cells |
Description
The Jump Gate creates an artificial wormhole allowing instantaneous fleet transfer between two moons with Jump Gates. Each jump consumes 200 Fuel Cells from the origin moon, and the transfer is instant regardless of distance.
Jump Gate activations also share the same 500 Fuel Cells per calendar day player cap as reward-style Fuel Cell boosts and Sensor Phalanx scans.
Cooldown
Formula
Cooldown (minutes) = 60 / Jump Gate Level
Cooldown Table
| Level | Cooldown |
|---|---|
| 1 | 60 minutes |
| 2 | 30 minutes |
| 3 | 20 minutes |
| 4 | 15 minutes |
| 5 | 12 minutes |
| 6 | 10 minutes |
| 10 | 6 minutes |
Construction Costs
Cost Formula
Metal = 2,000,000 * 2^Level
Crystal = 4,000,000 * 2^Level
Deuterium = 2,000,000 * 2^Level
Cost Table
| Level | Metal | Crystal | Deuterium |
|---|---|---|---|
| 1 | 2,000,000 | 4,000,000 | 2,000,000 |
| 2 | 4,000,000 | 8,000,000 | 4,000,000 |
| 3 | 8,000,000 | 16,000,000 | 8,000,000 |
Requirements
Prerequisites
- Lunar Base Level 1 - To build on moon
- Hyperspace Technology Level 7 - Enable teleportation
For Use
- Jump Gate on origin moon
- Jump Gate on destination moon (your own)
- Both gates not on cooldown
- 200 Fuel Cells on the origin moon
How It Works
Transfer Process
- Select ships on moon with Jump Gate
- Choose destination moon (must have Jump Gate)
- Ships instantly appear at destination
- Both gates go on cooldown
What Transfers
- All ship types
- 200 Fuel Cells consumed on activation
- Instant (no travel time)
- Any distance in the universe
What Doesn't Transfer
- Resources (cannot carry cargo)
- Defense structures
- Other players' fleets
Strategy
Rapid Response
Jump Gates enable:
- Instant fleet repositioning
- Surprise attacks from distant positions
- Quick defensive reinforcement
Fleet Management
- Position fleets strategically across multiple moons
- Respond to threats galaxy-wide
- Concentrate forces quickly
Fleetsaving
Jump Gates complicate fleetsaving:
- Enemy can't predict your fleet location
- Jump between moons to confuse attackers
- Multiple moons = multiple escape routes
Attack Tactics
- Scout target with espionage
- Jump fleet to nearby moon
- Launch attack with minimal travel time
- Recall or jump away after battle
Cooldown Strategy
Managing Cooldown
- Higher level = shorter cooldown
- Both gates go on cooldown after use
- Plan jumps around cooldown timer and Fuel Cell reserves
Level Investment
- Level 1: 60 min cooldown (emergency use)
- Level 3-4: Practical regular use
- Level 6+: Frequent tactical jumping
Network Strategy
Moon Placement
Optimal Jump Gate network:
- Moons in different galaxies
- Strategic positioning near targets
- Coverage of your empire
Multiple Gates
With several moons:
- Jump A→B
- While A-B on cooldown, use C-D
- Rotate through network
Related Facilities
- Lunar Base - Required for building
- Sensor Phalanx - Scout before jumping