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Transport Between Maps

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A cargo fleet approaching a jump gate

The Transport entry in your location hub is the only way to ship resources to another galaxy map. There is no local transport between your own bases on the same map — use production, storage, and trade on that map instead.

Interstellar transport feeds new or weak colonies on other maps with fuel, materials, and starter stock from your main world.

What you need

  • A transport platform at the sending location (special building — the panel stays locked without it).
  • A transport platform on the destination map as well — only maps where you already have a platform appear as targets.
  • A cargo ship stationed near the sending location. The game picks the nearest qualifying hauler automatically; you do not choose the fleet in the panel.
  • Enough resources in map storage for the shipment.
  • Fuel and zeropoint in storage to pay the jump cost on top of the cargo (shown in the panel before you start).

You can load any stored resource, including fuel and zeropoint — useful when a fresh colony has almost nothing yet.

How the transport panel works

  1. Open Transport in the HQ hub at the colony that sends goods.
  2. Check the summary: departure, nearby cargo ship and its capacity, and reachable destination maps.
  3. Pick the resource and set the amount (within cargo hold and your stock).
  4. Pick the destination map — the system routes through the paired jump gates and delivers to the platform nearest the target gate.
  5. Press Start transport and watch the running list for ETA and stage.

While active, the cargo fleet is busy on transport — you cannot give it other orders until delivery finishes.

Journey stages

  1. En route to jump gate — the cargo fleet flies to the nearest gate on the source map.
  2. Jump — it crosses to the paired gate on the destination map (jump costs are charged).
  3. En route to target platform — goods are delivered to your platform on that map.

Rules to remember

  • One active transport per sending location — finish or cancel before starting another from the same colony.
  • Cancel only before the jump — after the fleet has crossed, the run cannot be aborted; cargo and jump costs are committed.
  • Protect convoys — loaded cargo ships can be attacked by pirates or hostile fleets.

Transport vs jump gates (fleets)

Transport panel Jump gates (fleet orders)
Moves Resources (cargo) Fleets (ships)
Opens from HQ hub → Transport Galaxy map → gate / fleet panel
Typical use Supply a colony on another map Move warships, colonizers, explorers

Usually you jump first with a colonizer or scouts, build a platform on the new map, then run transport from your main world to grow the colony.

Tips

  • Send fuel and zeropoint early so the new map can run industry and future jumps.
  • Keep a developed hub map feeding frontier worlds until they become self-sufficient.
  • Plan amounts before the jump — you cannot recall cargo mid-crossing.