Transport Between Solar Systems

The Transport entry in your location hub is the only way to ship resources to another solar system. There is no local transport between your own bases in the same system — use production, storage, and trade there instead.
Interstellar transport feeds new or weak colonies in other systems with materials from your main world. You can also send fuel and zeropoint to a system where you do not have a base yet.
What you need
- A transport platform at the sending location (special building — the panel stays locked without it).
- For ordinary cargo: a transport platform on the destination map. Only those systems appear in the list.
- A cargo ship or, for a supply run, a tanker stationed near the sending location. The game picks the nearest qualifying ship automatically. You do not choose the fleet in the panel.
- Enough resources in this map's storage for the load.
- Fuel and zeropoint in storage for the jump cost, on top of the cargo. Cargo transport and supply runs charge the outbound jump and the return together. Both are shown in the panel before you start.
Two tabs
Transport ships any stored good to a platform you own in another system. You pick the resource and set the amount. The amount cannot exceed the cargo ship's hold or what you have in storage.
Supply run ships only fuel or zeropoint to a solar system you have already revealed — even with no base and no platform there. You pick one of the two and set the amount. The amount cannot exceed the tanker's hold or what you have in storage. The hold is part of the ship design and is shown in the panel as capacity. The jump cost for the trip out and the trip back is paid on top and is not part of the amount.
How the transport panel works
- Open Transport in the HQ hub at the colony that sends goods.
- Choose a tab: Transport or Supply run.
- Check the summary: nearby ship and its capacity, and reachable destinations.
- Pick the resource and set the amount.
- Pick the destination. Transport delivers to your platform by the gate. A supply run only stops at the gate.
- Start the run and watch the list for ETA and stage.
While active, the ship is busy — you cannot give it other orders until it is free again.
Cargo journey
- En route to the jump gate — the ship flies to the gate on your home map.
- Jump — it crosses to the paired gate in the destination system.
- En route to the target platform — the goods are unloaded at your platform.
- Return — the freighter flies empty to the gate, jumps back, and docks at the platform it left from.
Supply run
- En route to the jump gate on your home map.
- Jump into the revealed system.
- A short wait at the gate — then the fuel or zeropoint is in that map's storage.
- Jump back and fly to the platform it left from.
Rules to remember
- One active order per platform — cargo or supply, not both at once.
- Cancel only before the first jump — after that, the load and both jump costs are committed. The ship comes back empty.
- Protect convoys — loaded ships can be attacked.
Transport vs jump gates (fleets)
| Transport panel | Jump gates (fleet orders) | |
|---|---|---|
| Moves | Resources (cargo, or fuel and zeropoint) | Fleets (ships) |
| Opens from | HQ hub → Transport | Galaxy map → gate / fleet panel |
| Typical use | Grow a colony, or refuel a system where you have no base | Move warships, colonizers, explorers |
A new colony that already has a platform is filled with Transport. A system with no base of yours is refueled with a supply run.
Tips
- Send fuel and zeropoint early so ships already there can jump onward and industry can start.
- A strong home world feeds the frontier until the colony produces for itself.
- Set the amount before you start — you cannot recall the load once the ship is under way.