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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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(and the "return" command to go MIA and return home)
this doesn't work if you have your own territory that they can return to . i mean, you can "close" all ways to your own space with the option to close systems and order the ships to return . but you must not have starbases closer than your primary systems.

the "return" command work realy only if you are fighting an intervention war on the other side of the galaxy and obtain no land from it. otherwise the ships will need to come back the "normal" way .
 
Wow. I really love this. Now i will finally be able to make someone else the emperor.
my biggest problem has always been hetze reluctance of others to take the mantle of custodianship.
about the Hypergates.
about time. Now we can finally accelerate the space travel.
i never got the feeling that upgraded hyper engines had any use.
Only downside of this dd.
no release announcement
 
1650545912179.png


Guess I'll die

Starting with the "Teachers of the Shroud" origin, lose your mentors making them be destroyed by the Unbidden - "There were no signals in the holy scriptur-ah no, there it is: Apocalypse. Shhhhieeeeee---"

or


Starting with the "Teachers of the Shroud" origin, surpass your masters by defeating them with a Psionic Avatar - "We didn't have the high ground at all"
 
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this doesn't work if you have your own territory that they can return to . i mean, you can "close" all ways to your own space with the option to close systems and order the ships to return . but you must not have starbases closer than your primary systems.

the "return" command work realy only if you are fighting an intervention war on the other side of the galaxy and obtain no land from it. otherwise the ships will need to come back the "normal" way .
I thought "return" would send them to their home station - because it is different from the normal M.I.A.. I was sure of it, because i use that frequently with science ships that are stuck behind closed-border empires.
I could be wrong, though.
 
Their eagerness to explore into the unknown reduces the distance penalty for building starbases in remote systems by 75%.
Is this additive or multiplicative? That is, would building an outpost in a system that's 30 jumps away from your territory (which normally would cost 619 influence) cost 155 influence or 562 influence?
 
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  • 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.
How does that work with scaling difficulty?
 
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because you don't have trade route connections to your capital.

Oh gosh, you're right. Guess it's back to being a normal empire with extra steps :(. Maybe a rework will finally let me be space Venice.
so.. i had to fact check this.

you don't need yours system to be attached. you just need them to be surveyed , without enemy and not in "closed borders" .

so you can have a stream of trade value coming from the other side of the galaxy .

the problem is that non-claimed systems don't even have the basic trade protection, so they will spawn pirates that will drain the TV . so you need a fleet to patrol the whole distance or\and hope that anyone claiming those empty systems to leave theyr borders open.
 
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In the meantime, keep your eyes on our social media channels. There'll be an announcement later today. View attachment 830593
This is a release announcement, isn't it?
And also...

New falgs!
I really like how many people rejected the new movement and bonus system and got to the heart of it, the flags; PATTERNS AND COLORS. This is the most important thing. ^^
 
So... if hyperlines where routes the hyperelay are improved roads? They don't work like gateways in that they don't send straight from A to D, you still need to go through Band C but a higher speed? I suppose the same hyperelay you use to come to the system is the same you use to go and you don't need to build one hyperelay for each hyperline you want to improve. Or two in fact since you need one on each point. Hope the gateways-lite are good :)

In any case the flags and colours are what most picked my eye today :)
 
How does that work with scaling difficulty?

Probably this is how the scaling of the difficulty level makes the AI gain bonuses over time. It stays on the selected difficulty level so our subjects will always have "one level of difficulty level" down.
 
So im not exactly sure on the point of the hyper relay. THey seem to do pretty much the same thing as gateways but do it worse than them and require a rare rescource to build and upkeep.

I might be misunderstanding but if someone can explain to me how or why i would pick them over gateways apart from the minor buffs i would be interested. If you could build only hyper relays in vassal territory i could see its use but from what im reading doesnt seem all that good.
 
Successful Force Ideology wars with a corporate aggressor now result in the target (or created) empire having the Oligarchic authority and Merchant Guilds civic.
Nice! Can a MegaCorp declare Force Ideology wars against a rival MegaCorp to remove the competition?
 
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Can we get some details for then slingshot origin?

1. Will it allow you to get mega engineering early or will it have something like a special project to repair the mega structure?

2. What exactly does "remote" mean when it comes to the influence reduction? X amount of jumps from your borders?
 
Maybe I am getting overly excited, but slingshot to the stars looks like it could be amazing early game. Ignore the slingshot for now, it will be nice later in the game, but the real key is the penalty reduction for disconnected systems. You could conceivably send a bunch of science ships out in each direction without surveying the systems, and each time you find a chokepoint, survey it and snipe it. Your early game economy will suffer, since it is still more expensive than having a contiguous empire, and you will have less systems, but as long as you aren't bothered while you are vulnerable, and you prevent open borders, you could carve out a huge map space early on, and fill it in later, preventing you from getting boxed in.
 
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Really enjoyed seeing a lot of this. Someone in my multi group believes the hyperlanes to be useless when 1) "you need alloys to builds ships" and 2) "tech rush makes those completely redundant". Guess we'll see, I'm more of a roleplayer so I love the idea of having a pan-galactic autobahn.

Slingshot to the Stars means it now costs the same amout of influence to build an outpost either 1 or 4 hyperlanes away, so that might shake up the meta in an interesting way. I enjoy playing MegaCorps but always felt like I was basically just a normal empire with extra mechanics due to how the scaling influence cost incentivises me to snake out one system at a time, but a MegaCorp with this origin could feasibly be selective and snatch up pockets of trade value/strategic resources. So tasty that I'd probably use it even without the catapult included. Edit: Okay never mind, that wouldn't accomplish anything because you still need every system to connect for trade routes. RIP.

The emperor nomination tweak is going to make Sic Semper Tyrannis a lot more reliable, so cheers for that!

Last but not least, the unemployment/migration changes have been a long time coming. Overall, very reassuring Dev Diary for the longevity of the game, looking forward to next week.
As I understand the origin, skipping systems isn’t actually influence efficient (assuming you want the intervening systems). Normally skipping one system would cost 2x the influence and skipping four systems would cost 5x. I’m pretty sure only the extra cost is reduced by 75%, meaning skipping one would be 1.25x influence and four would be 2x. I could be wrong, but that’s how I understood if.

While sniping trade value systems wouldn’t really work, you could still grab juicy systems (especially ones with planets). The real strength of establishing cheap distant exclaves is branch offices though. Branch office cost scales with distance, so grabbing a system on the other side of the galaxy will be a net influence gain. Also, there are some Holdings that increase influence, so grabbing (or splitting off) a few vassals will allow more branch office spam.
 
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