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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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It's definitely a reference to the meme of "'I never thought leopards would eat MY face,'
OOOOOH, that's a leopard! Ngl from the resolution I thought it was some alien gecko-like thing, with the dark hollow in the leopard's ears being its large eyes.
 
Honestly knowing stellaris, I wouldn't trust a gecko to not eat my face either. Even worse odds if it's a cute gecko.
Something something Prikkiki-Ti
 
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So when something changes to allow larger sectors further into the game, players will want to shuffle their sectors to take advantage of that.
I mean, they can, once they upgrade the capital enough. I think it's good both flavor and balance wise to not be able to create mega-sectors right away from freshly established colonies, but to be able to create larger sectors once the sector capital's ability to administrate a larger amount of systems increases.

It would also be specified in the capital building's tooltip, "Sector Range: +1" etc., just like building slots.
 
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I mean, they can, once they upgrade the capital enough. I think it's good both flavor and balance wise to not be able to create mega-sectors right away from freshly established colonies, but to be able to create larger sectors once the sector capital's ability to administrate a larger amount of systems increases.

It would also be specified in the capital building's tooltip, "Sector Range: +1" etc., just like building slots.
I don't get it. Is it not better to have big sectors at the beginning and with increasing population and colonies the sectors have to become smaller. So it is more Manageable in the Outliner and you can choose Governors traits that are more useful for the specific specialization of that sector.
 
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.

OTOH, I already use a mod to keep gateway spam to a minimum, so I guess if I find it so I'll just use a mod to keep relays down.
 
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.

Now you'll have to trick their doomstack into leaving their space traintracks relay network long enough for you to take whatever target you'd actually wanted.
 
Now you'll have to trick their doomstack into leaving their space traintracks relay network long enough for you to take whatever target you'd actually wanted.
Alternatively, jump in a small group of raiders to sabotage the rail lines snipe outposts since Hyper Relays have to be friendly to be used. Even if their fleet can retake every outpost in about 2 seconds, they'll still have to travel across every system.
 
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Wouldn't hyper relays disproportionately benefit the defending side in wars? I guess you can't jump to a relay that's in a system under enemy control, and would have to travel the system across the old fashion. Would one also be able to immediately use occupied hyper relays? Maybe there are some restrictions, in a similar manner to how you "convert" captured railways in hoi4. In any case it seems that the defender will definitely be able to move stuff around faster, while the attacker is still consolidating their foothold in the border systems
 
With these new space rail-roads, I really wish we had trade routes as an actual thing between empires.

Then there might be some tension between building first for defense or for economy. (Eventually you'd do both of course, so it's more a question of priority.)
 
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Unless the hyper relays are in the base game, rather than the expansion, it might be tricky to add something as big as international trade routes - it should be part of the base game, but if it is tied to hyper relays it would be an expansion-only feature.
I don't think the hyper relays would be necessary. The relays would just make the routes give more benefits, or be easier to manage.
 
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Unless the hyper relays are in the base game, rather than the expansion, it might be tricky to add something as big as international trade routes - it should be part of the base game, but if it is tied to hyper relays it would be an expansion-only feature.

Trade routes could exist without the relay network.

Regular hyperlanes, natural wormholes, and later on gateways would all do the same job.

Relay network "space rails" would slot into the international trade system, they would not be required for the international trade system.
 
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@Eladrin A question that just popped up in my head: how will Gateways interact with the relay network? If my vassals are getting specific effects from being connected to my capital by Hyper Relays then surely they should get the same effect from being connected to it with a pair of Gateways.
 
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Maybe I missed this in a previous DD, but if someone could enlighten me:
Say you have one overlord with a bunch of tributaries on minimum settings (%basic resources, no overlord wars, free diplomacy, free expansion, etc.). Does that means those tributaries can fight each other? If so, what other war interactions could happen?
 
Will the hyper relay network extend to/from the L Cluster?

I routinely place my empire capital in there….

I can see why it shouldn’t. Terminal Egress has no hyperlane to the galactic disk, therefore a hyper relay would have nowhere to connect to.

IMO this is another argument (beyond immersion) that gateway connections between vassal/overlord capital systems should offer the same benefits.