Finally, they have an FTL cost when you unpack one, and a small static FTL cost per open gate. Gate can be packed up and (slowly) moved as well, so you don’t have to build them all in their final destination systems. The Gate stations themselves can be destroyed or boarded as usual, but if boarded, the gate is no longer connected to your network. Gates can only be used by the empire that built them they can’t be subverted, stolen, or otherwise used by anyone else (including allies I believe). They are permanent stable connections, and a ship entering any gate of yours can jump to any other gate instantly. However, you’ll have to either build another one at the other end or slowboat home. These are great for attackers because you can just fire your fleets at the enemy system and unlike Slipstream they won’t see you coming. No matter what you send, or how far, it will arrive 10 seconds after being fired, and I believe cost only depends on the mass of what you’re firing, not distance, so they tend to be FTL-cheap. For attacking, fire the far end at interstellar space near your target system, but not inside it.įling Beacons are basically gigantic cannons that fire ships away from them. Also slipstream holes can be used by anyone. Powerful for moving fleets long distances, but it takes time to charge up, and the far end can be seen before it opens, allowing enemies to react and ambush you. Slipstream lets you rip open temporary wormholes through which ships can move instantly. ![]() This allows for great maneuverability because it doesn’t depend on any external infrastructure other than your FTL resource. Hyperdrive involves sticking a jump drive onto your ships and boosting them at very high, but not instant, speeds across space. Also be aware that ‘FTL’ exists and is a global resource, so you’ll need to manage that.
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