Jump Gates and Sensor Phalanx
Move ships between your own moons and understand what a scan can reveal.
Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check.
What this guide covers
- Prepare and verify an instant transfer between two of your moons.
- Plan fuel and cooldowns without confusing a jump with a fleetsave.
- Calculate unmodified phalanx coverage and recognise class, Lifeform and circular-system modifiers.
- Identify scan visibility at each end of a mission.
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Unlock each tool for a specific job
Sensor Phalanx and Jump Gate are moon facilities with different jobs. Check the exact prerequisites, including Hyperspace Technology rather than Hyperspace Drive for gates. Price the intended operating capability, not facilities simply because they are available.
Use a Jump Gate without stranding the fleet
A Jump Gate transfers ships instantly between eligible owned moons, without carrying resources. Put flight fuel at the destination in advance, confirm both gates are ready, and inspect the transferred and remaining ships afterward.
Use the current cooldown, not an old wiki shortcut
Both endpoints enter cooldown. Use their displayed ready timers; published player measurements are observations rather than a complete official formula. The updated description’s maximum effective gate level is 9, superseding the older level-15 claim.
Run a scan with a question in mind
Phalanx scans cost Deuterium at the scanning moon and reveal eligible movement information at a planet. Read mission, endpoints and arrival together. A scan is a snapshot, not continuous tracking or proof that an absent movement never existed.
Calculate the basic coverage
Baseline range is Phalanx level squared minus one systems to either side, within the same galaxy. Level 1 covers the local system. Class and Lifeform modifiers are separate; the reference includes the range table and coverage example.
Ask which planet can be scanned
Visibility depends on both mission and endpoint. Outbound Deployment appears at the destination planet; recalled Deployment is absent from phalanx. Other returns to a planet can remain visible. Consult the complete matrix before relying on a route.
Account for the map and temporary restrictions
Circular systems can wrap coverage within a galaxy; circular galaxies do not make phalanx cross a galaxy boundary. Temporary combat restrictions can also stop a scan. Investigate a failed action before interpreting it as a fleet change.
Build an operating routine around the tools
Keep local fuel, ready gates and supervised returns in one plan. Include cargo returning from moon supplies. Gate mobility does not protect a stationary fleet or replace a dependable fleetsave route.
Detailed reference
Plan ready gates, local fuel and phalanx information together.
Quick checks
Review the key points. Ticks stay in this browser when storage is available.
Sources & version context
Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check. Planning workflows and examples are Skie guidance. Game rules and interface requirements should be checked against the linked references and your current account.
- Buildings reference · official archive; prerequisites and base costs only ↗
- Live 12.0.27 changelog · 22–23 January 2025; gate description updated ↗
- Gate cooldown investigation · January–May 2025; updated description and measured values ↗
- Formula Thread v3 · updated September 2015; unmodified range ↗
- Moon / Jump Gate / Phalanx FAQ · archive; mission visibility ↗
- OGame Player Classes · official guide, 3 May 2021; Discoverer range ↗
- Interplanetary Analysis Network · Lifeforms research reference ↗
- Circular universes announcement · 10 February 2015; system wrap rules ↗
- Live v9.2.1 changelog · 9 March 2023; phalanx combat restriction ↗
- OGame.org rules clarifications · July–August 2025; automation and obstruction ↗
