Jump Gates & Wormholes

Jump gates (wormhole portals) connect entire galaxy maps. They move fleets — warships, scouts, colonizers — not bulk cargo (that uses the transport panel).
How jumping works
- Select one or more fleets on the source map.
- Click a portal on the galaxy map.
- The jump panel lists destination maps linked by matching gate numbers.
- Confirm — fleets fly to the gate, pay fuel and jump resources, then appear near the paired portal on the target map.
Transit takes real time. Fleets are vulnerable during the approach — escort or pick quiet routes.
Limits
Each map has caps on military points and fleet slots. The jump panel warns if the target map cannot accept your force. Colony ships need the correct hull type to open a first colony on a new map — ordinary warships cannot substitute.
You cannot cancel mid-jump after the fleet commits — plan costs before confirming.
Jump vs cargo transport
| Jump gates | Interstellar transport |
|---|---|
| Military & colonizer fleets | Cargo resources in haulers |
| Portal click + fleet select | HQ transport panel |
| Opens new map presence | Supplies existing colonies |
Most commanders jump first with a colonizer or scouts, then transport goods to build up.
Combat during transit
Special rules protect fleets during the exact wormhole handoff — but approach and arrival at gates are normal space. Camp enemies near popular gates at your own risk.