

(For example, during a surgical strike, where you want to be able to get in and out as quickly as possible without having to bother with too much sublight travel.) In order to minimize inaccuracy, you can target a location outside the star system you wish to reach, then create a second rift from that location however, this will incur an additional FTL cost and should only be performed when great accuracy is required. The area within which the destination aperture will be opened is indicated by a blue circle underneath your mouse cursor. The greater the distance between the origin and destination points, the more inaccurately the rift will be placed.

Like Hyperdrives, Slipstream Generators require a 15 second charge-up period to accumulate energy and saturate their destination with hyperfield particles before the rift is formed.
#Ftl faster than light planets generator
The larger the slipstream generator and the larger the ship carrying the slipstream generator the more stable the rift becomes and the less additional FTL cost there is over long distances. Unlike Hyperdrives this method of travel is practically instantaneous.Įach Rift will eventually destabilize and collapse on its own. While the rift is open ships of any empire can see and travel back and forth between the endpoints of the rift at will. A Slipstream Generator tears a rift in space which stretches from the origin point to the selected destination creating an ad hoc wormhole. Slipstreams are a potent, if expensive, FTL travel method. The flagship serves as the starting point for the slipstream, left click on a point in space to select the end point. Alternatively, click the icon in the Action Bar. To create a slipstream, select a flagship with a slipstream generator and press the F key on the keyboard. In addition to the charge-up period, the fleet must turn towards its destination before it can enter hyperspace. Unfortunately, hyperdrives are also the slowest method of FTL, and using it at any acceptable speed requires flagships to be equipped with large hyperdrive subsystems.įleets require a 15 second charge-up period to plot their course and transition into hyperspace. Ships shift in and out of hyperspace to travel to their destination, and can move from any point in space to any other point at will - provided sufficient FTL energy is available. Hyperdrives are the most versatile type of FTL travel. Left click the position in space to FTL to.

To use your hyperdrive, select a fleet and press the F key on the keyboard. Certain anomalies can increase either your generation rate or your storage capacity. Researching FTL Containment or building FTL Storage on planets ( Star Children must construct orbitals instead) will increase an empire's FTL storage capacity. Mechanoid races can also construct FTL Breeders to increase their FTL generation. Or researching FTL Tuning provides more generation. FTL CrystalsĪnd leveling them up, mining asteroids with FTL Shards Its bonuses depend on the level of the planet. This resource is a scalable resource and cannot be exported or used to level up. Grants vision over all fleets currently in FTL anywhere.Īll FTL jumps leaving from this system are free. The crystals that generate this energy are rare and can only be found on a select few planets in the universe.Įmpires start with a small FTL Energy generation rate. Thankfully, multiple methods of FTL travel exist to allow your fleets to respond to threats faster.Īll forms of faster than light travel require FTL Energy to operate. While travel between systems at sublight velocities is possible, it is often a slow proposition.
