![]() After jumping, the fleet spends 200 days recharging, during which time it suffers −50% sublight speed and weapons damage. ![]() All ships in a fleet must be equipped with a Jump Drive or Psi Jump Drive for the fleet to perform a tactical jump. Tactical jumps allow a ship or fleet to instantly travel to any system within the range indicated by a yellow dashed circle. Ships equipped with a Jump Drive, Psi Jump Drive or Subspace Drive can execute a Tactical Jump. While hyperlane travel is the primary method of traversing the galaxy, there are a few ways to travel between two points more directly. However, Hyper Relays cannot connect through wormholes or gateways. In systems with wormholes or existing gateways, it is recommended to go into the system view to manually place the Hyper Relay near to the wormhole or gateway to better facilitate travel. Hyper Relays can be built from the galaxy view, and will be placed semi-randomly within the system. Subjects do not benefit from their overlord's network effects. Hyper Relay edicts require the empire's capital system to be part of the network, while the benefits granted by subject specializations require a connection between the overlord's capital and the subject's capital. Hyper Relays can grant additional effects based on edicts and subject specializations. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. A link may be inactive because of closed borders, war, or if the relay is ruined. Potential (inactive) links are shown as yellow connections on the galaxy map. Hyper Relay links are shown on the galaxy map as a thicker hyperlane. They are constructed directly in a single stage, taking one year and costing 25 influence, 500 alloys, and 100 rare crystals. Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. A system with multiple planets or habitats, each with a Fortress and a Planetary Shield Generator, can thus be a very effective method of blocking hostile fleets from traversing a strategic chokepoint system.Īvailable only with the Overlord DLC enabled. Starbase FTL inhibitors are disabled by disabling and capturing the starbase, while Fortress FTL inhibitors can be disabled either by occupying the planet or by causing at least 50% devastation to the planet with the Fortress. Hostile fleets can only leave a system with an FTL inhibitor through the same hyperlane they entered from. However, merely researching these technologies risks accelerating the endgame crisis by 25 years.įTL Inhibitors are devices present inside Fortress buildings and upgraded starbases once the FTL Inhibition technology is researched. In addition to regular hyperlane travel, Jump Drives or Psy Jump Drives also allow ships or fleets to perform Tactical Jumps. More advanced FTL drives have reduced windup times. Once at the entry point, the ship or fleet takes 15 days to charge its hyper drive and then travels along the hyperlane to the connected system. Within a star system, ships move at sublight speed until they reach a hyperlane entry point (shown as an arrow on the system map). The main exceptions are Tactical Jumps and Quantum Catapults, which used a direct distance scale instead.Īll ships, unless manually designed otherwise, will have an FTL drive, which allows them to travel along hyperlanes. Hyperlanes between explored systems are colored light blue, unless the system is owned by an empire with closed borders, then the hyperlane is colored red.ĭistances between systems in the galaxy are typically measured in terms of hyperlane connections. Hyperlanes connecting to unexplored systems are colored pale gray on the galaxy map. Ship, starbase, and planetary sensors detect and reveal hyperlanes during exploration, with the the hyperlane detection range typically twice the regular sensor range. The hyperlane network through the galaxy is not initially visible and must be discovered. Higher density reduces the number of chokepoint systems and vice versa at the extreme end, Full attempts to connect every star system with each neighboring system – unless that would cross another existing hyperlane – thereby eliminating nearly all chokepoints. Hyperlane density, how interconnected star systems are, can be adjusted at game start, from 0.5× to 2.75× or Full. A star system can either be part of a cluster – highly interconnected with neighboring systems – or a chokepoint – a system which must be traversed to access the systems on its other side. Star systems are connected to one another by hyperlanes, safe passages across interstellar space.
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