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Stellaris Dev Diary #251 - All Roads Lead to Deneb IIb

Hello again!

Last week’s dev diary examined the Orbital Ring, Quantum Catapult, and Scholarium. Today we’re going to look at another construction that has a massive impact on the game, the Hyper Relay. After that we’ll look at some other changes coming in Cepheus and Overlord, and finish off with another origin that was revealed yesterday by Nivarias.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Hyper Relays​


Long ago, back in Dev Diary #243 we showed you some concept art of Hyper Relays, and told you they had greebles, and were game changing. Now it’s time to fully reveal them.

Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Once you have observed a functional Hyper Relay in use by another empire, the technology will appear much more frequently, causing them to spread in a pleasing manner across the galaxy.

Hyper Relays technology

Hyper Relays can be built by your Construction Ships outside the gravity well of systems, just like Gateways. They’re useless on their own, but a chain of Hyper Relays built in adjacent systems dramatically speeds up travel, allowing you to jump from Relay to Relay after a short windup rather than having to travel across each system at sublight speed, as long as neither endpoint is controlled by a hostile empire.

Hyper Relay build button


Hyper Relay model

Once two Relays in adjacent systems have been linked, the hyperlane between those systems will become bolder, and ships traveling along them will show the route plotted in blue as they are using the bypass.

Hyper Relays can be built in your own space, or that of your subjects. For convenience, Relays can also be built directly from the Galaxy Map.

Galactic Map with Relays

If an Empire’s capital is attached to the Hyper Relay Network, additional effects can be projected through the network using several Network Edicts. These add strategic resource upkeep to your Hyper Relays and an effect on all of your colonies that are connected to your capital.

Networked Dominance
Networked Movement


Networked Amenities


Gestalts have a reflavored variant of Networked Amenities.

Specialist subjects each have a Network Effect available at Tier 1, which becomes active in the overlord’s Relay Network if a continuous chain connects their capitals.

Conjunction!


Bulwark Watch
Scholarium Tutelage
Prospectorium Supply

As one could imagine, an expansive Hyper Relay network makes travel much faster during the mid-game while you do not yet have a comprehensive Gateway system built, and since such travel is permitted in neutral empires that have open borders, navigating the galaxy and responding to distant threats is easier than ever before.

As a personal anecdote, after playing with these and the new subjugation mechanics internally, it was almost difficult to go back to 3.3 for the Dev Clash. Made me almost want to blow up the galaxy.

Selected Other Changes​


As with every update, there are a number of balance or quality of life changes and adjustments in Cepheus. Here’s a handful of interesting changes.
  • Successful Force Ideology wars with a corporate aggressor now result in the target (or created) empire having the Oligarchic authority and Merchant Guilds civic. This is also true for Status Quo resolutions of Establish Hegemony, Subjugation, and the Scion’s Bring into the Fold wargoals.
  • Corporate subjects can now open branch offices in subjects of their shared overlord, as long as their overlord is not also a MegaCorp.
  • AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely.
  • The Parliamentary System civic now allows factions to be generated much earlier in the game.
  • You can now nominate other empires to Custodianship, provided they meet the requirements.
  • The Unbidden can no longer spawn in pulsar systems (as the star will disable their Dimensional Portal's shields - Heavy Metal, Inc. sends its regards…)
  • Low Military Intel is now gained at 30 Intel instead of 40 and Medium Military Intel is now gained at 60 Intel instead of 70. The effects of Medium and High Military Intel have been swapped. Medium now allows you to view ship loadout. High now grants visibility of location of military fleets.
  • Gateways (and Hyper Relays) can now be built in vassal space.
  • The Grasp the Void Ascension Perk now grants increased draw weight for FTL travel techs.

Some improvements have been made to automated migration.

  • "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation.
  • Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better.
  • The Outliner will now differentiate between unemployed pops that are migrating and those that are not. A yellow briefcase will be shown for planets that have unemployed pops that are in the process of migrating to another planet. A red briefcase will be shown if your attention is required to resolve the unemployment. On the planet view, the tooltips will now show where the pops are most likely to move to, or explain why they are unable to move.

Unemployment in Outliner and Planet


Can't Migrate Tooltip #1
Can't Migrate Tooltip #2

We have eleven new achievements in Overlord. Here are the icons, I’m curious what people think they are.

Cheevos!

Anniversary Additions​


Some eagle-eyed readers have noticed some flags that aren’t possible in 3.3. You’re correct! The art team has added some new colors to the flag palette…

A rainbow of fruit flavors

…over seventy flag emblems…

banner emblems

…and forty-five new flag backgrounds.

banner backgrounds

These will all be part of the Cepheus update as part of the May anniversary celebrations.

Slingshot to the Stars​


Yeet the fleet!

Bordergore? Bordergore.

Those born under the Slingshot to the Stars find their desires to explore fulfilled by a nearby Quantum Catapult, which replaces one of their Guaranteed Habitable Worlds. Their eagerness to explore into the unknown reduces the distance penalty for building starbases in remote systems by 75%.

Next Week​


Next week the totally human programmer @Narkerns will take over for an update on AI and automation improvements coming in Cepheus, and I’ll add a little bit about a fourth Origin at the end.

Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Subscribe so you don’t miss them, and wishlist Overlord if you haven’t already!

In the meantime, keep your eyes on our social media channels. There'll be an announcement later today.
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And here it is...!
 
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Wanted to see how these would look in-game with the hexagonal frames:

flag_frames.png


And tinkered with the multi-color flag concept a bit more, here are some more examples of what the current flag backgrounds could look like if tweaked to support 4 colors:

4_color_flags.png


The empire template files already seem to support up to 4 flag colors, so it's just the question of making the empire editor support it as well. It would also go really well with the ability to flip/rotate flag backgrounds.
 
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So something that has occurred to me. Have the devs considered using a system similar to the planetary ascension setup for starbases, which now includes orbital rings, in regards to defense platforms?

The biggest complaint with static defenses is that defense platforms are tedious to build and can be costly if you get attack quite a bit. Having them get rebuilt got nixed because it was horrible if you investing in defense platforms, had someone take your system and then had to fight all of them to get in back, while the invader spend bumpkiss to get that defense setup.

Given that total wars reset planetary ascension and that fleet reinforcement can keep track of fleet compositions. Seems like maybe the tech is there that the game could remember that I had the Sol system, which is occupied, setup with max defense platforms. During the period it's occupied, it won't rebuild the defense platforms. Once I retake it, it could start to rebuild them and maybe I get a discount on rebuilding them as well. If my opponent build any, not only would they have to pay full cost but once I get the system back, if any of those platforms remain, they get retrofitted for free to something I was using.

No idea if that would work or what the devs have tried, but that might be worth considering if no one has tried.
 
The biggest complaint with static defenses is that defense platforms are tedious to build and can be costly if you get attack quite a bit. Having them get rebuilt got nixed because it was horrible if you investing in defense platforms, had someone take your system and then had to fight all of them to get in back, while the invader spend bumpkiss to get that defense setup.

It's not that difficult to tag an expenditure with the empire who bought it, so the defenses will only "grow back" for the empire which owns the system -- and then to change that tag on PEACEFUL transfer, but not on hostile invasion.

You would not need to face your own expenditures when re-taking a system; but you could still get your DPs rebuilt after you re-take the system.
 
It's not that difficult to tag an expenditure with the empire who bought it, so the defenses will only "grow back" for the empire which owns the system -- and then to change that tag on PEACEFUL transfer, but not on hostile invasion.

You would not need to face your own expenditures when re-taking a system; but you could still get your DPs rebuilt after you re-take the system.

Having it be like a fleet that remembers the previous set up and can be reinforced with a click (including a “reinforce all platforms” button in the fleet manager) would be great for QoL. It would also balance capturing a starbase since if you want to repair it you have to pay. Perhaps even with a penalty to the cost given that it’s an unfamiliar/occupied station.
 
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Not sure I'm entirely pleased by hyper relays. The fact that it took so long to move around large empires is what allowed strategy to work against large empires and ensured everything didn't just devolve into doom stack battles.
Large empires aren't going to be able to use these extensively. Their influence cost isn't awful but it's not trivial either, not to build as many as you need. Their alloy cost is huge for the tech level where you get them.

These are a substantial, not-very-stealth buff to tall empires! Hyper relays play exactly into a tall empire's strengths - tightly clustered systems, a concentrated navy, influence and alloys and construction ships to spare - without requiring any unrealistic game-y nonsense like making your tech advancements slower. A giant Space Russia might build the Trans-Space-Siberian Hyper-railway to provide a navigation "trunk" across the sprawling empire, but reaching most borders from most other places will still take a lot of time. A smaller empire can fully connect everything, or at least every border system to every internal system that matters, and have a huge advantage on moving its forces.

The edicts just reinforce this. When everything you care about is tightly packed into relatively few systems, you can cover it all with relatively few hyper relays and get big advantages for relatively low cost. A large empire would need to either forego the hyper network bonuses on most planets outside its core systems, or invest extremely heavily (in alloys and influence) to span its sprawling space with relays and then heavily again (in strategic resources) to run the edicts over so many relays.

Of course, that doesn't mitigate the other weaknesses of tall empires, like having fewer places for non-pop-based resource extraction, fewer anomalies and dig sites, fewer habitable planets for pop growth and districts, needing to spend alloys and influence and constructor time on habitats and rings, high sprawl and alloy upkeep from habitats, fewer starbases to build economic buildings and anchorages on, and of course not much strategic depth (an attacker who breaches your borders doesn't have to go far to get to your core). I think some of that can and should be adjusted, actually - in particular, the sprawl from colonies being so large is a real slap in the face to attempts to make tall viable - but the fact remains that hyper relays aren't going to make tall empires that strong, just make them a little less weak (I would also like to see them offer economic advantages, which would even the playing field a bit more). As for wide empires who build a solid network of relays anyhow: that is thousands, maybe tens-of-thousands of alloys that could have gone into fleets! Take your presumably-larger fleet and crush them.
 
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Please make it so the Hyper Relays have some kind of maintenance cost, so we have to plan a highly efficient "highway" through the stars instead of just building them everywhere.
 
Please make it so the Hyper Relays have some kind of maintenance cost, so we have to plan a highly efficient "highway" through the stars instead of just building them everywhere.

They already do - energy normally and strategic resources if they various edicts are active.
 
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They already do - energy normally and strategic resources if they various edicts are active.
So - can u disband hyper relais? Or does the upkeep at least not increase when u conquer more of them after a war? It would be bad if i had to disable my relay edicts, just because the hyper relay network became to big and i cannot disband some of the hyper relays i do not need. Or if i got into energy shortage because of that.
 
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Kind of been browsing these dev diaries but... Just quality of life improvement question, with the new features is it possible to see Vassal's Racial Policies/And Total Economy in any manner of a way ( I like to keep their economy afloat, so it would help knowing if they are in need)
 
Kind of been browsing these dev diaries but... Just quality of life improvement question, with the new features is it possible to see Vassal's Racial Policies/And Total Economy in any manner of a way ( I like to keep their economy afloat, so it would help knowing if they are in need)

I can't remember if they've shown it before, but it seems like it must include this. The subsidies and taxes are percentages of resource income, it would be really odd if you could tax 30% and not have a clear idea of how much comes in.
 
Honestly don't know what to think of the hyper relays. They seem quite expensive and unless they cancel off piracy I can rather see myself saving up for gateways. But I guess I have to try them out to be sure what the fuzz is about
 
I can't remember if they've shown it before, but it seems like it must include this. The subsidies and taxes are percentages of resource income, it would be really odd if you could tax 30% and not have a clear idea of how much comes in.
pretty sure they showed how much it ammounts to, But i have a feeling the ai might go on decefit so knowing theri true economy would be useful... as for racial policies y-y i'd want to force them to Purge Xenos Like me XD
 
Honestly don't know what to think of the hyper relays. They seem quite expensive and unless they cancel off piracy I can rather see myself saving up for gateways. But I guess I have to try them out to be sure what the fuzz is about
Hmmm? but arent they just like essentially secure roadways for you only to use (mayby allied fleets, just speculation but it seemed like that would be the case it it demanded both sides be controlled by you or allied (vassal was mentioned as an Instance) also specialized vassals granting bonuses to them
 
Hmmm? but arent they just like essentially secure roadways for you only to use (mayby allied fleets, just speculation but it seemed like that would be the case it it demanded both sides be controlled by you or allied (vassal was mentioned as an Instance) also specialized vassals granting bonuses to them
They also work for neutral fleets, so you can more easily move across the galaxy.