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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.
1650371483491.png


And here it is...!
 
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question : the bulkwark relay network give those 2 army . but if the rilay network get interrupted ( since they have to conquer the system to invade the planet) the bonus will be lost. whats the use of those 2 defensive army?
 
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We need more things doable from the galaxy map, like access specific colonies from a drop down in the galaxy map
Agree.

Also specific dig sites, specific anomalies, specific projects, etc.
 
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It seems like you should be able to leverage hyper relays for a trade benefit. Aside from military logistics, that's one of the main reasons you build roads planetside. I don't know if the three edicts they showed are the only ones, but I found it odd not to see a trade-related one. Even something as simple as extending your trade range/trade protection range of starbases with a hyper relay in the same system would be nice. It makes sense RP-wise and frees up some starbases to use for other things.
 
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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 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.


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.


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.

View attachment 830553View attachment 830554

View attachment 830555

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.

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.


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


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…


…over seventy flag emblems…


…and forty-five new flag backgrounds.


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

Slingshot to the Stars​


View attachment 830568
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. View attachment 830593
so excited for this DLC!

quick question, I'm trying to understand the differences between a hyper-relay and a gateway can you explain to us? is it just a faster way to travel the same place as the hyperlane connects to, while skipping the hyperlane? do you have to go to adjacent hyper relays? do you have to build your hyper relay network to be contiguous?
 
  • 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
I really like these changes. But can you release a sector as a corporate empire (like a corporate sector)?

View attachment 831261
Also can not wait to reduce the amenities cost of my pops even further.

Considering they are allowing the creation of 'Mercenary' enterprises, it feels like it wouldn't be too hard to implement.
 
Gateways are significantly more expensive than Hyper Relays, and the Quantum Catapult's purpose is to launch your fleets into distant systems that aren't necessarily owned by you.
I don't think that balancing purely through cost works particularly well. Juggernauts and Titans also cost more than Battleships, yet they still get a fixed amount you can build.
Right now, we're basically getting a whole bunch of new tools to make movement more interesting, while the old gateways are still around, which basically have no downside apart from not being usable in hostile territory. Because the price itself is always solvable by just throwing more resources at it.
I like hard limitiations, they create fun situations.
 
Right now, we're basically getting a whole bunch of new tools to make movement more interesting, while the old gateways are still around
Even now, before 3.4, where gateways are the only way to consistently speed up travel (aside from sublight speed modifiers), you still don't see a gateway built in literally every system, do you? It would be way too expensive. Usually gateways are build in the home system, the shipyard system, and then the chokepoint bastions, and that's it.
 
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Excited about so much of these changes (particularly the customization- relying on mods has made multiplayer sometimes tricky to coordinate!) A few questions:

- Where will Hyper Relay be built if ordered from Galaxy View? I presume ships may occasionally still have to get to it at sub-light speed, so it seems like ordering the construction from Galaxy View probably won't be something used by we micro-managing folk.

- You mention building Gateways & Hyper Relays in vassal space... might we be able to do the same in allied space?

- Could there be some way to show in the Outliner planets that have 0 or 1 remaining jobs? I like to try and get something built before unemployment happens & spend a lot of time tabbing through every planet on the hunt for those 0-1 job planets.
 
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You need a Hyper Relay on every "stop" for the two relays to connect.
What I am trying to understand is whether the Hyper Relay function like a
  • super highway; 2 points must be connected by a hyperlane. Thanks to the Relay, travel is sped up
  • Short distance worm hole; 2 points do not have to be connected by a hyperlane. Once there is a Hyper Relay between the two points, it functions like a bypass.
 
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What I am trying to understand is whether the Hyper Relay function like a
  • Super highway; 2 points must be connected by a hyperlane. Thanks to the Relay, travel is sped up
  • Short distance worm hole; 2 points do not have to be connected by a hyperlane. Once there is a Hyper Relay between the two points, it functions like a bypass.
Though I'm not a dev so I can't answer with full certainly, it seems to be the super highway option. You need to build a Hyper Relay in every system along the way.

The effect will be that the Hyper Relay allows you to skip sublight travel entirely, and immediately enter the hyperlane to the adjacent system with a Hyper Relay. And then the next adjacent system with a Hyper Relay. And then the adjacent system after that. With little to no delay aside from the time it takes for the ship to travel along the hyperlane.
 
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Oh thanks Gods Shroud Devs! Thats amazing!

Could that be expanded to either allow you to build in Federated space as well (Gateways/relays), maybe as a diplomatic decision between empires?

If that is not going to fly, how about a possibility to gift / share very selective technologies within an alliance?
I'd totally grok a decision that allows me to share gateway/hyper tech with my federation mates so they can also build their own nodes to our shared network.

This would make playing a federation builder much more feasible for me...
 
I like the the Hyperlane Rely system, but what I even more like is stacking dependencies on each other.

- The internal trade system should get some kind of advantage if you run the relay network on top of each other. Trade protection bonus for example.

- The Trade agreement ( also Science, Migration and other) should get a boost or should only be at there full potential if networks are connected. The thought behind it is, that trade with neighbors should be more important than with far away empires and sensitive to war.

- Gateways shouldn't be an equal to L-Gates. To achieve this make Gateways a shortcut to the relay network. Meaning, two Gateways inside the relay network can be traveled to, but if you sever the connection there is no more instant jump possible.

My wishlist for the Hyper Relay Network.
 
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Meaning, two Gateways inside the relay network can be traveled to, but if you sever the connection there is no more instant jump possible.
What if we want to build gateways specifically to connect otherwise disconnected territory?

Gateways shouldn't be an equal to L-Gates.
L-Gate in general are annoying. They're more akin to wormholes than gateways, you can't really do anything about them, and the fact they spawn in black holes means that often there are no orbiting bodies at all, meaning you can't even built a fortress habitat on the chokepoint.
 
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What if we want to build gateways specifically to connect otherwise disconnected territory?
Wouldn't be possible in my proposal but that was kind of the point hear.
L-Gate in general are annoying. They're more akin to wormholes than gateways, you can't really do anything about them, and the fact they spawn in black holes means that often there are no orbiting bodies at all, meaning you can't even built a fortress habitat on the chokepoint.
But you have the connection of distant territories. So too with Wormholes. Would make galactic terrain more important even in the endgame. But there are drawbacks like with most things.

also I am no game designer can't say if my idea is any good.
 
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Good stuff! Hyper relays seem like a great addition, as travel times could really become a slog in the midgame before gateways became operational. Imperator also proved that "road building" (what Hyper Relays essentially are) is a fairly fun and engaging way to develop your empire. It feels like you're making more of a tangible improvement compared to simply spamming buildings everywhere.

  • 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.


This is a step in the right direction, but why not simply make it so the vassal empire gets their full difficulty bonuses? Other games have proven that spamming high-difficulty vassals is NOT a good idea on its face, simply because vassal AI is so bad in every Paradox game. Stellaris is unlikely to be different in this regard.
 
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Something I find interesting about the hyper relays is that it could be really interesting for modding. I doubt PDX would put this in vanilla, but imagine trade changes such that a trade station connected to a contiguous relay treats each connected system as though it is the same distance. So each connected system pulls trade from 6 hops away. Alternatively, you could make it so that trade distance becomes more important. After all, planets in close proximity will obviously trade a lot, but there isn't the distance to drive economic growth like say, the silk road. So instead, make it so that if trade is sent along relays, the trade value boosts for each system it passes through. Or it gets boosted for each time fresh trade enters the network, so if you have 5 TV from the end node, and it passes through a planet with 20 TV, maybe you get a bonus like 10% or 20%. Maybe attach it to a star base building, so that each building you have boosts TV by 2%, and you can funnel it through multiple trade stations to stack the bonuses.

Could also make it so that your trade interacts with an ally, vassal, or even enemy. Make relays a thing you can build in other peoples territory, and if you have enough cumulative trade pull, you can leach fractional trade power from other nodes. Kind of like EU4 trade, but you build the trade network.