Master of Orion

Master of Orion

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GOT'em! Mar 26, 2016 @ 11:15am
EA2 Jump Gates
Ok can someone explain how I get my space factory guys to build a jump gate? They don't want to and I need my gates! :steamhappy:
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Showing 1-15 of 17 comments
Ichzilla Mar 26, 2016 @ 11:28am 
you build them on warp points. where you would normally build defence builds like outposts, as well as needing the tech unlocked. iv built 2 and havent used them
mortenb79 Mar 26, 2016 @ 11:29am 
Build them at warp points not planets after patch :)
GOT'em! Mar 26, 2016 @ 11:52am 
WHAT!?! At a warp point!? What kind of craziness is this?! :D Okay, thanks guys!
i-dot Mar 26, 2016 @ 12:36pm 
I've tried to build it at a warp point - the building option is still inactive. However I still CAN build it at a planet.
worthlesstangent Mar 26, 2016 @ 12:42pm 
Are you sure you researched the tech for it? You can't build it til you get the technology. And it shouldn't be at a planet at all, in this current game build... Only at warp points.
GOT'em! Mar 28, 2016 @ 1:15pm 
thanks for the replies! I built a ton at warp points. I don't like sacrificing the military post for the jump point but it is what it is.:steamsad:
Dr.Acula Mar 28, 2016 @ 2:57pm 
From what I can tell the Jump gates are just there so you can build shorter routes between strategically important systems of your empire. I have build three in my last campaign just to connect my home system with two systems at the outer edge of my empire to quickly get ships there (if there is something like quick in this game...)

To be honest I dislike how the jump gates or the navigation system has been implemented anyway. Going from point A to B can take 10 to 20 turns based on how many systems are in between and how the lanes are placed. In addition in every system I lose one turn just for the ship to move from jump point to jump point.

And why aren't the jump gates 1 turn travel? They're also based on distance and it can still take 2-6 turns between two systems for a ship to arrive.
Tech Enthusiast Mar 28, 2016 @ 3:01pm 
I don't understand the warp point restriction as well. Would much rather have it centered in a system, or at least at a planet. It does not use the warp point anyways but builds it's own warp point.
Ichzilla Mar 29, 2016 @ 1:01am 
i built mine behind my battle lines or to systems i own or can protect. not sure if they are race locked or if other races can use them if they take the system or have open acess.
all in all they do save a few turns which can be all the differance in a battle.
and they dont require the planet. so if you get blockaded you can counter attack via it as well.
Rob'sEvilTwin Mar 29, 2016 @ 1:12am 
6 turns to cross the map is still way quicker than 10 or 20 turns.

I would prefer of course that Jump Gates took 1 turn to traverse.
Mentora Mar 29, 2016 @ 2:44am 
I'm on turn 444 and have built gates on every system but still takes 4-5 turns of travel time. Not cool at all for a 5 credit maintenance for each one.
Last edited by Mentora; Mar 29, 2016 @ 2:44am
Ichzilla Mar 29, 2016 @ 5:35pm 
you should not build the gates on every system. its not practical. i built my 4th gate on orion's system. cause its almost always center located. so from the factory worlds that pump out warships you build a gate behind it so its protected from any attack force, and then on outer ringed bases you plop a gate in the center of the main branching system behind defended systems.

after which you have a protected route to break any attacking force's blockage because unless they nuke the gate you can pop in via the gate. i only have maybe 25c cost on all my gates but have almost 100% defence covarage to move my BB-titan fleets around. cause they cant ambush the fleets or "detect" them without ships in system or having the tech that shows the whole game map. it honestly wont make much differance if you put it between 2 connected systems, the actual power of the gate is ploping an outpost system on the other side of map, gating it and then porting in all the colony/attack forces you want behind enemy lines. honestly the power the gates have makes 5c cheap if you use them right. as well all movement is direct you dont have to worry about needing open borders or risk people spoting you moving fleets behind them.
Tech Enthusiast Mar 29, 2016 @ 5:41pm 
5c is not exactly much after around turn 250. You are making 1.000 - 10.000 c per turn profit anyways. Can not imagine how that would play out if taking and money perks for your race. Credits are totally out of balance late game.
Mithrandale Jul 8, 2023 @ 4:27pm 
Originally posted by GOT'em!:
thanks for the replies! I built a ton at warp points. I don't like sacrificing the military post for the jump point but it is what it is.:steamsad:

That's a flaw in the game as far as I'm concerned. I'd add it in as a tech, "Fortified Jump Gate".
Mithrandale Jul 8, 2023 @ 4:33pm 
Originally posted by Dr.Acula:
From what I can tell the Jump gates are just there so you can build shorter routes between strategically important systems of your empire. I have build three in my last campaign just to connect my home system with two systems at the outer edge of my empire to quickly get ships there (if there is something like quick in this game...)

To be honest I dislike how the jump gates or the navigation system has been implemented anyway. Going from point A to B can take 10 to 20 turns based on how many systems are in between and how the lanes are placed. In addition in every system I lose one turn just for the ship to move from jump point to jump point.

And why aren't the jump gates 1 turn travel? They're also based on distance and it can still take 2-6 turns between two systems for a ship to arrive.

2-6? If that's all it takes you're lucky -- my last game there were jumps that took twelve turns, and that was before installing the 5X and UCP mods which for some bizarre reason made them even slower!

There should be Enhanced Jump Gates and Ultra Jump Gates. Standard Jump Gates should be roughly a 33% improvement over the warp points, Enhanced Jump Gates should be twice that, and Ultra Jump gates should be slightly different: one turn to 'tune; to the waiting ships, one turn to 'energize', and the next turn wham! you're at the destination, so it would take three turns to cross between any two Ultra Gates in the galaxy.
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Date Posted: Mar 26, 2016 @ 11:15am
Posts: 17