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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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Hyper relays channeling some seriously old patch energy without requiring in system travel.

I feel like it would make sense if the vassal bonuses unlocked if there’s a hyper relay chain between capitals, or a gateway in capitals. It seems a bit odd lore-wise that the more advanced form of travel doesn’t give you any benefit
 
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I'm wondering how hyper relays work with patrols to reduce piracy, because these have to spend time in a system to actually reduce piracy.
 
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Do Hyper Relays follow the same rules as gateways when they're occupied

I.e. hostile empires can't use them unless they 'own' the system when they defeat the starbase like through a casus Belli like extermination
 
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I'm wondering how hyper relays work with patrols to reduce piracy, because these have to spend time in a system to actually reduce piracy.

Unless I’m misunderstanding the fleet still appears in the system, it just doesn’t have to cross it. It appears at the relay then immediately starts charging for the next jump.
 
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All right, space highways! The hyper relays sound amazing, they're both a great way to speed up annoyingly slow travel before gateways, and will impact the strategic balance by making defensive battles somewhat easier by enabling the defender to reinforce the front faster than the attacker. The big question here is whether the relays in occupied systems will work and enable invading forces to travel faster too... there could also be some interesting espionage missions added to sabotage a relay node.

Feels like this could really tie into a large-scale trade re-work, perhaps by default relays could add trade protection to a system (harder for pirates to strike if trade ships are just blazing through), and multiply trade value produced by clerks in systems with them. Maybe if you have a large relay network with lots of pops connected to it you could get increased trade value production from clerks, which could increase further if you make a trade agreement and link a nieghboring empire in to your trade network. Eventually I'd love to see the galactic market itself replaced by actual trade lanes between empires, but that's probably a much bigger challenge...
 
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1.) I love the new options for the flags. :)
2.) "You can now nominate other empires to Custodianship, provided they meet the requirements."
As far as I remember that wasn't previously the option because the Crisis couldn't become the Custodian and therefore you could accidently expose them as such. How is this prevented from happening now?
3.: Is the Shroud-Walker/Bene Gesserit in that archivement icon doing the pose from the "Guess I'll die" meme?
 
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"Corporate subjects can now open branch offices in subjects of their shared overlord, as long as their overlord is not also a MegaCorp"
Thank you for this
And boy all the New Customization that is coming looks real good
 
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Unless I’m misunderstanding the fleet still appears in the system, it just doesn’t have to cross it. It appears at the relay then immediately starts charging for the next jump.
That means that your patrol will spend significantly less time reducing piracy in systems connected by hyper relays which are likely your main trade routes.
 
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Well done with the Hyper Relay, it is very interesting!

On the other hand... No espionage operations balance changes? Well, that influence cost will make them completely useless (as they are now) AND a total waste of resources and envoys...

Yeah I need a dev to explicitly comment on espionage! It's in a fairly dire state, which is a real bummer, because I love the heck out of it both conceptually and the way in which it's been implemented to make me feel as though I'm slowly infecting every part of the galaxy, becoming primed to start nudging a host of targets in a variety of ways...

... if only there actually were a real variety of ways, and if only those nudges actually resulted in anything meaty. The reality of espionage right now is just SPAM-CLOSING messages that you've achieved another third's progress towards extorting another favour, ten of which could have been achieved much more easily by sending the AI some resources as a gift and relying on the fact that they probably wouldn't use those resources as well as you.

Sorry though, that was just a part-one to my comment which turned into more of a rant than I thought it would. More importantly: thanks devs!! This DLC is looking more fascinating every week. This hyper relay network could radically alter the way I play. And my construction ships are gonna have a lot more to do too, which feels right! I love the mercenary enclave and the new GC resolutions. And an initially wonky quantum catapult with unintended results sounds wonderful for the game :D
 
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That means that your patrol will spend significantly less time reducing piracy in systems connected by hyper relays which are likely your main trade routes.

Maybe I’ve just not looked close enough to notice, but doesn’t piracy immediately go to zero in a system when a fleet of sufficient size arrives?
 
Love new relays! Getting pre 2.0 vibes, when travelling was much faster.

A bit unrelated question to the dev diary, but very related to DLC topic in general.
Will it be possible to set stances for vassals like in EU4? Like set their war behaviour to passsive, agresssive, defencive, etc?