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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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This is true for when you're creating empires, but I think it actually makes a ton of sense here. There's no reason Corporate Dominion must be only available in games where the host doesn't have Megacorp. In terms of gameplay impact, it's totally compatible with Megacorps, though a bit redundant and boring. In terms of flavor, it makes huge amounts of sense - way more than Merchant Guilds - for somebody submitting to a megacorp.
Corporate Dominion is meant to be a Megacorp minus the official authority status. Merchant Guilds brings more value for a Megacorp than Corporate Dominion, because the latter does nothing to give them more Trade Value except enable the Mercantile diplomatic stance. Its other bonuses are access to Private Colony Ships (which MCs get with Private Prospectors) and +1 energy per Trade Hub on a starbase, which don't help MCs setting up Branch Offices.
 
not how it actually works though. Gateways also transmit both trade protection and trade range amazingly enough. (once you can build gateways it actually doesn't make sense in most cases to keep building trade stations, build a single one above your capital world and then place strategic gateways).

I will almost always put my trade hub station one hop away from my capital.

- Being adjacent to the capital means no piracy between the hub and the homeworld
- Usually the 2 trade hub modules cover the local cluster better than the default one in the capital system station
- Almost immediately allows me to specialize the capital system station as a shipyard

Then later I put a gateway in the trade hub system.
 
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Is there any way we could get one more modification to the outliner to show an icon in maybe blue or something when there are 0 jobs or housing left on the world instead of waiting until there's actually a problem?
 
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I will almost always put my trade hub station one hop away from my capital.

- Being adjacent to the capital means no piracy between the hub and the homeworld
- Usually the 2 trade hub modules cover the local cluster better than the default one in the capital system station
- Almost immediately allows me to specialize the capital system station as a shipyard

Then later I put a gateway in the trade hub system.
I usually use the capital as a trade hub, since then you can build useful buildings for the planet. Shipyard is build closer to what I will considerate my borders so it's faster to react. Usually the capital is a bit too far. And you can chose stars that alow the megashipyard.

The first gateways is on the shipyards and the borders, once those are online I build one on the capital.

That said, I usually try not to expand too much in early rush tech, and go for conquest in midgame..
 
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So what happens if you declare an ideological war on a megacorp as a megacorp? Are they turned into an Oligarchy with Merchant guilds too, or just flip to your ethics?
 
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1650725606743.png


1) Hit your exact target with the quantum catapult
2) Form/Change a Vassal Contract
3) Have each of the three specialize vassal type simultaniously
4) Give your Overloard a Leader if your a Vassal
5) Nominate another empire as custodian
6) Hire Mercenarys (wiht x strenght) "Hired Guns"
7) Complete a Situation scryed by the Shroudwalker enclave
8) Fight a allegiance war with hidden fealty
9) Use a hyper Relay Network with x lenght
10) Build a underground Empire
11) ??????
 
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View attachment 831931

1) Hit your exact target with the quantum catapult
2) Form/Change a Vassal Contract
3) Have each of the three specialize vassal type simultaniously
4) Give your Overloard a Leader if your a Vassal
5) Nominate another empire as custodian
6) Hire Mercenarys (wiht x strenght) "Hired Guns"
7) Complete a Situation scryed by the Shroudwalker enclave
8) Fight a allegiance war with hidden fealty
9) Use a hyper Relay Network with x lenght
10) Build a underground Empire
11) ??????
Nice. I'd be surprised about 5 though, since that's content related to Nemesis, not Overlord.

Also I just noticed that Shroudwalker is making the 'guess I'll die' pose. So uh... maybe not a happy scrying.
 
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I really hope this means sector/planet automation is getting some improvements! It should be a helpful feature for larger empires, but currently it makes so many poor choices that demand your attention to fix.
I hope it also means we finally get to customize sector borders, I'm really tired of having so little control over that.
 
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I hope it also means we finally get to customize sector borders, I'm really tired of having so little control over that.

Agreed. I don’t mind there being a limit in size, as the old version where you could have one mega sector with one max level governor was a bit silly. But still sometimes you just want to juggle one or two systems between sectors or the core.
 
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Agreed. I don’t mind there being a limit in size, as the old version where you could have one mega sector with one max level governor was a bit silly. But still sometimes you just want to juggle one or two systems between sectors or the core.
The system I suggested a while ago would be simple and perfect.

It would combine the flexibility of pre-2.2 sectors with the current sector sizes, using the capital building tier of the Sector Capital to determine maximum Sector Range, starting at 2 (or 3 for the homeworld) and expanding up to 5 with the maximum capital tier (Imperial capital would have the unique effect of expanding it to 6).

If making too many tiny sectors and turning them into miniature vassals is an issue, this could be resolved also, by setting up a minimum number of systems after which you can no longer remove systems from a sector, all but guaranteeing that each sector will be at least 2-3 systems large.
 
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The system I suggested a while ago would be simple and perfect.

It would combine the flexibility of pre-2.2 sectors with the current sector sizes, using the capital building tier of the Sector Capital to determine maximum Sector Range, starting at 2 (or 3 for the homeworld) and expanding up to 5 with the maximum capital tier (Imperial capital would have the unique effect of expanding it to 6).

If making too many tiny sectors and turning them into miniature vassals is an issue, this could be resolved also, by setting up a minimum number of systems after which you can no longer remove systems from a sector, all but guaranteeing that each sector will be at least 2-3 systems large.
...hate to break it to you, but it wouldn't actually be perfect. The devs tested having the sector range expand, and it just leads to having to reshuffle all of your sectors whenever you unlock an extra range. The ability to shift systems from one sector to another would be nice, but honestly it's the only part of that suggestion I agree with.
 
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The devs tested having the sector range expand
They most definitely haven't tested it alongside a pre-2.2 like system where you can easily add or remove systems from a sector at will with a sector map mode.

and it just leads to having to reshuffle all of your sectors whenever you unlock an extra range.
I don't think that's such a big deal? The sector range would only expand when you upgrade the capital, and most of the time, you don't actually need sectors much larger than 3 jumps away, aside from niche situations like a single system with habitables just outside the range (in which case a strictly prescripted and unchanging sector range is actually inconvenient)

And when you do need that one extra sector range to add that lone system, you can get right on that once your sector range is high enough; expanding sector range to 5 with a fully upgraded capital (but not forcing that kind of sector size on game start) would allow players more flexibility with stuff like that.

It's not just about shifting systems either, it's about being able to manually remove systems from a sector, so for example, I can actually make a system 3 jumps away from the homeworld into the capital of another sector with minimal fuss. Instead of having to settle a planet just far enough from the homeworld to make a new sector, and then shift systems around to make the system I actually wanted to be the sector capital into one – shifting alone just sounds too inconvenient.
 
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Nice. I'd be surprised about 5 though, since that's content related to Nemesis, not Overlord.

Also I just noticed that Shroudwalker is making the 'guess I'll die' pose. So uh... maybe not a happy scrying.
Agreed. I only think 5 is because of the change in the nomination system. But of course i can be wrong. It is just a guess :)

And yes, there could be specific szenario based scying event that can possibly wipe out the Shroudwalkers. Something like the End of the cicle. And maybe it's about exactly such a scying event.

But i have still absolutely no idea what the 11 is... despite the fact that i ordered sushi this evening ;)
 
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But i have still absolutely no idea what the 11 is... despite the fact that i ordered sushi this evening ;)

Maybe it's something to do with Aquatic Livestock?
 
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Maybe it's something to do with Aquatic Livestock?
Yes, but why? I mean, aquatics was it's own dlc and i think this archievements will at least have something todo with Overlord or at least changes made here. I haven't any clue!
 
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They most definitely haven't tested it alongside a pre-2.2 like system where you can add or remove systems from a sector at will.


I don't think that's such a big deal? The sector range would only expand when you upgrade the capital, and most of the time, you don't actually need sectors much larger than 3 jumps away, aside from niche situations like a single system with habitables just outside the range (in which case a strictly prescripted and unchanging sector range is actually inconvenient)

And when you do need that one extra sector range to add that lone system, you can get right on that once your sector range is high enough; expanding sector range to 5 with a fully upgraded capital (but not forcing that kind of sector size on game start) would allow players more flexibility with stuff like that.

It's not just about shifting systems either, it's about being able to manually remove systems from a sector, so for example, I can actually make a system 3 jumps away from the homeworld into the capital of another sector with minimal fuss. Instead of having to settle a planet just far enough from the homeworld to make a new sector, and then shift systems around to make the system I actually wanted to be the sector capital into one – shifting alone just sounds too inconvenient.
I really don't see how being able to shift systems from one sector to another, or drop systems from a sector would change it at all. The fact of the matter is that most players will want as many planets as possible in a sector, for aesthetics, to minimize unity cost, or to maximize the bonuses of a high level governor. So when something changes to allow larger sectors further into the game, players will want to shuffle their sectors to take advantage of that. The way to do this is shifting sector capitals outward (or deleting and remaking), something that isn't new. Shifting systems just helps with the border, since things are still limited by jumps from the capital.

I have nothing against dropping systems from a sector, trading them back and forth, or even creating a new sector on a planet already in a sector. You could even have a system where you are allowed to add a system or two beyond the normal range of a sector. It's specifically increasing over the course of a game how many jumps a sector expands that causes problems.
 
Yes, but why? I mean, aquatics was it's own dlc and i think this archievements will at least have something todo with Overlord or at least changes made here. I haven't any clue!
Livestock slavery is also from the Utopia DLC (it's depot on steam is even called "alien cooking simulator"), so it's unlikely.

Agreed. I only think 5 is because of the change in the nomination system. But of course i can be wrong. It is just a guess :)

And yes, there could be specific szenario based scying event that can possibly wipe out the Shroudwalkers. Something like the End of the cicle. And maybe it's about exactly such a scying event.

But i have still absolutely no idea what the 11 is... despite the fact that i ordered sushi this evening ;)
It's definitely a reference to the meme of "'I never thought leopards would eat MY face,' sobs woman who voted for the Leopards Eating People's Faces Party." So it's doing some action that will directly result in bad things for you. Hence, my guess of allowing your own integration. I could also see something like proposing and passing a resolution which you are in breach of, or a willing Vassalisation turning sour.
 
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