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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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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?

2. This is quite easy. Hyperlinks distance penalty reduction. So you're not paying lets say 200 influence for a far outpost, you pay 50.
 
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.
Relays are cheaper and available much earlier. Hyper Relays are a tier 2 tech while Gateway Activation is tier 4 and Gateway Construction is tier 5. Gateways are better but the cost to build two of them might not be worth it if those systems are already connected by relays.
 
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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.
The way I understood it is
Adjacent hyperlane = 1*75 = 75 influence
Two hyperlanes away = 2*75*0.25 = 37.5 influence
Three hyperlanes away = 3*75*0.25 = 56.25 influence
Four hyperlanes away = 4*75*0.25 = 75 influence
 
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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.

Ha! That’s all I needed for my feudal RP. I thank you.

Now we only need the ability to choose the government form of released subjects.
 
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The way I understood it is
Adjacent hyperlane = 1*75 = 75 influence
Two hyperlanes away = 2*75*0.25 = 37.5 influence
Three hyperlanes away = 3*75*0.25 = 56.25 influence
Four hyperlanes away = 4*75*0.25 = 75 influence
Which if you look at the actual numbers, makes no sense. You would be incentivized to skip every other system when expanding, leading the more horrible set of patchwork bordergore since shared systems were a thing.
 
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 feel like the lazy solution is to take feudal society with slingshot and spam + release brand new colonies as vassals, allowed to expand at will (so you just use inf to build the initial outpost for each vassal, then dedicate the rest to expanding normally near yourself).

Sure they'll be weak, sure a few might get captured or wiped out, but if you're pumping them out fast enough, most of the galaxy will be your species before the other nations have really built up - particularly on big galaxies.

Also, if they're all colonial vassals they'll be too weak to rebel (doubly so with FS) and you can sling over to protect them then force return to base as you'll have no territory far from home for the ships to get stuck on (instead of going back to your core).
 
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Wow looks great, especially loving all the new customization!
Some questions though;
Will the hyper relay network become redundant once gateways have been discovered?
Will specialist bonuses be applied through gateways?
Will AI overlords build hyper relays within their subjects borders, and seek their capital?
 
Which if you look at the actual numbers, makes no sense. You would be incentivized to skip every other system when expanding, leading the more horrible set of patchwork bordergore since shared systems were a thing.
Then yeah I guess I don't understand the phrasing of the description, because that's the most literal interpretation. If it was a reduction of the extra cost rather than a flat cut, I'd expect to see the word "penalty" somewhere. They love their penalty reduction modifiers.
 
<Captures system in total war>

Nice Dyson Sphere you got there. It would be a shame if something happened to it.

<Plants quantum bomb>

Then you get a Situation about either re-taking the system and removing the quantum bomb, or sending a crack espionage team to sabotage the bomb, or you just let them keep the system and set off the bomb yourself.

I'd probably enjoy that.
 
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The way I understood it is
Adjacent hyperlane = 1*75 = 75 influence
Two hyperlanes away = 2*75*0.25 = 37.5 influence
Three hyperlanes away = 3*75*0.25 = 56.25 influence
Four hyperlanes away = 4*75*0.25 = 75 influence
Then yeah I guess I don't understand the phrasing of the description, because that's the most literal interpretation. If it was a reduction of the extra cost rather than a flat cut, I'd expect to see the word "penalty" somewhere. They love their penalty reduction modifiers.
It is the penalty that is reduced.
So basically:
1 System away = 75 influence
2 Systems away = 93 influence
3 Systems away = 112 influence
4 Systems away = 131 influence
5 Systems away = 150 influence
 
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@Eladrin Are there any plans to modify interstellar speeds for Hyperdrive 1 / 2 / 3?
Now that sublight will be less of a factor on travel time, and to really drive home the significance between the developed and undeveloped lanes.
  • e.g. making Hyperdrive tier 1/2 slower (or all 3 slower) and providing a speed buff if going via a relay?
  • Will they impact fleet reinforcement times [or emergency retreat statistics] at all?
  • Would there be any impacts on trade-throughput or piracy?

Can we build multiple Hyperrelays in a system?

e.g. if I am travelling from A -> B -> C
View attachment 831272

And built a hyper relay near the A/B hyperlane node, below, my fleets could basically skip travelling across "B".
View attachment 831275
But if they're travelling the other way (C -> B -> A) they have to slow-boat it across sol?
  • If I can build a second Hyper Relay at the above B/C point that makes it fast in both directions.
This would be more of an issue in, larger, Trinary systems. Or any with some -sublight system modifiers (cant remember if any in vanilla).
If you’ve only build HR in A and B you will need to slowboat through B traveling either way.

What I envision is that if you travel from a system with a relay to another system with a relay, instead of using standard jump points, they travel via the relay, hence a chain of systems with relays will allow continuous jumping since they share the same endpoints. Of course, it can potentially be taken to the extreme for some systems that you build the relay right on top of a hyperlane jump point allowing instant jump from the relay network to another system without the relay, in which case it’s still the same total time traveling in both directions due to the same process is simply reversed for the other way around.
 
a nearby Quantum Catapult, which replaces one of their Guaranteed Habitable Worlds.

Does it spawn a unique system for this, or does it turn a random nearby system into a neutron star and spawn a Quantum Catapult there? If the latter, does it take binary/trinary systems into account?
 
It is the penalty that is reduced.
So basically:
1 System away = 75 influence
2 Systems away = 93 influence
3 Systems away = 112 influence
4 Systems away = 131 influence
5 Systems away = 150 influence
Thanks for the clarification, while you're here would it be possible to comment on what other people have asked about piracy reduction given that patrol fleets will be spending less time in systems?
 
The way I understood it is
Adjacent hyperlane = 1*75 = 75 influence
Two hyperlanes away = 2*75*0.25 = 37.5 influence
Three hyperlanes away = 3*75*0.25 = 56.25 influence
Four hyperlanes away = 4*75*0.25 = 75 influence

I'm wondering about the maths on this. A setup where border gore is directly subsidized sounds pretty unhinged to me. It would lead to an extreme advantage (when coupled with Fanatic Xenophobe + Pompous Purists or something) in being intensely obnoxious to empires near your starting location, just getting in everyone's way with outposts on chokepoints and so on, while discouraging any sort of normal growth pattern.

A more sensible version would be that the influence you pay to make remote outposts still goes up with each step from your existing territory, but it goes up by 75% less per step (i.e. 18.75 per step, instead of 75 per step). How that should stack with other influence cost discounts is debatable.

Edit: Ah OK, Snow Crystal's post explains that it is the sensible version.

Looks like this origin could still be quite powerful for Megacorps: scattering your territory over a large chunk of the galaxy will grant a lot of opportunities for Branch Offices without having to pay exorbitant distance costs. Throw in the ability to force Merchant Guilds government on everyone in the next patch, and have custom subjects instead of the rather weak Subsidiary option we have now, and overall, your opportunities for doing business beyond your directly-controlled territory are looking rosy indeed.
 
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Does it spawn a unique system for this, or does it turn a random nearby system into a neutron star and spawn a Quantum Catapult there? If the latter, does it take binary/trinary systems into account?
It turns a nearby system into a pulsar, I believe, and then spawn the QC. It skips over binary/trinary systems.

Thanks for the clarification, while you're here would it be possible to comment on what other people have asked about piracy reduction given that patrol fleets will be spending less time in systems?
That's outside of my expertise, I'm afraid. You'd have to talk to one of them game designers for that.
 
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Is there going to be an option to build gateways from the galaxy map too?

Also, is it possible to make it easier to show what is in a system? I am not referring to new indicators, but, as an example, if you have a starbase, a megastructure, a gateway, and an artefact, then you don't get to see them all.

It is also possible to get an icon for gateways you built which need to be upgraded? My last playthrough had one but I couldn't upgrade it at the time (I don't remember if I ran out of resources or just had too many popups), and couldn't find it when I tried going system by system.
 
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Do Hyper-Relays increase trade in systems that are connected to the capital via Hyper-Relay?
 
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