Jump Gates & Wormholes

Jump gates (wormhole portals) connect solar systems. They move fleets — warships, scouts, colonizers — not bulk cargo (that uses the transport panel).
Your home system has gates from day one. You may leave at any time. Newcomer protection stays at home; in foreign systems you are unprotected.
How jumping works
- Select one or more fleets on the source map.
- Click a portal on the galaxy map.
- The jump panel lists destination systems 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 in haulers, or fuel and zeropoint on a supply run |
| Portal click + fleet select | HQ transport panel |
| Opens a presence on a new map | Grow a colony that has a platform, or refuel a system where you have no base |
A colony that already has a platform is filled with Transport. A system with no base of yours is refueled with a supply run from the same platform.
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.