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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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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.
I think there needs to be an incentive to not spam vassals like this.
If you could do that in the expansion phase of the early game, you'd have soooo much more total influence generation for expansion. If you focus on alloy production early and give some to your vassals, you could massively accelerate your expansion speed. That could be a significant problem.
 
I'm wondering, are gateways upgrades to hyper relays? The reason I'm wondering is that both have the same placement limitations and if they are distinct you probably want to have them close to each other to reduce sublight travel time … unless the relay also acts as entry point to a separate gateway.
 
My head canon at this time for Gateway and Hyper relay: gateway is for the military and hyper relay is for civilians (the stuff you can't see, trade, resettlement etc.)

Relays are railroads and gateways are airports, it makes sense that civilians and the military would use both.
 
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Next week the totally human programmer @Narkerns will take over for an update on AI and automation improvements coming in Cepheus

I really hope this means sector/planet automation is getting some improvements! It should be a helpful feature for larger empires, but currently it makes so many poor choices that demand your attention to fix.

EDIT: Oooo an agree-react from a dev :p consider me fully hype-r-relayed
 
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This is true for when you're creating empires, but I think it actually makes a ton of sense here. There's no reason Corporate Dominion must be only available in games where the host doesn't have Megacorp. In terms of gameplay impact, it's totally compatible with Megacorps, though a bit redundant and boring. In terms of flavor, it makes huge amounts of sense - way more than Merchant Guilds - for somebody submitting to a megacorp.
In this case it makes sense fluff-wise too imo, in a megacorp’s sense the closest thing to their corporative leaders would be a merchant, as there may not be an exact analogue to a corporation in their society.
gameplay-wise it’s also better for the megacorp that they’d be a merchant culture, as those generate more trade than corporate dominion empires, which will mean more profit for the megacorp itself should it establish a branch office.
 
Could hyperlanes lead to the Galactic Economic Union (G-EU) or the Starsea League? There will be trade wars.. trade blockage, sanctions, sky high tolls on goods..

Perhaps empires could decide to become a league and getting bonusses on trade and travel on the Hyper Relays .

I mean build a relay network from the East (New Boston) to the West (Angeles Nova Nova) must be epic.

Empires could cooperate in giving subsides in a specific route . That route would have better bonusses in comparison with the other routes

Too bad Stellaris does not have a trade of various goods like Civilisation.
 
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In this case it makes sense fluff-wise too imo, in a megacorp’s sense the closest thing to their corporative leaders would be a merchant, as there may not be an exact analogue to a corporation in their society.
gameplay-wise it’s also better for the megacorp that they’d be a merchant culture, as those generate more trade than corporate dominion empires, which will mean more profit for the megacorp itself should it establish a branch office.
Also, Corporate Dominions are the Megacorps but without the actual DLC for all lore-purposes. For what should be obvious reason, Megacorps want very literal client states, not competitor states.
 
I would like more galaxy types please. You guys looking at Gal Civ 3/4 (releases soon) at all for ideas? Also the show Foundation really is good. Would be cool to see stuff from that in the game.
 
My head canon at this time for Gateway and Hyper relay: gateway is for the military and hyper relay is for civilians (the stuff you can't see, trade, resettlement etc.)
not how it actually works though. Gateways also transmit both trade protection and trade range amazingly enough. (once you can build gateways it actually doesn't make sense in most cases to keep building trade stations, build a single one above your capital world and then place strategic gateways).

That said, I hope that these network edicts will also impact gateways, or at least count gateways as part of the thing. I plan on putting gateways and hypernet relays almost directly next to one another in most systems in any case
 
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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

And here it is...!

I really like the new icons on the Outliner! But when will get filter options? I'd love to have a permanent filter that ONLY shows the planets that need my attention. As it is now, I have to scroll through the full list, and on the largest galaxies in the back half of the game, it's really really really tedious.
 
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I really like the new icons on the Outliner! But when will get filter options? I'd love to have a permanent filter that ONLY shows the planets that need my attention. As it is now, I have to scroll through the full list, and on the largest galaxies in the back half of the game, it's really really really tedious.

The ability to rearrange everything, not just planets, would be fantastic too. It really irks my organisational needs to see my regular fleets selected by un-mergable special fleets.

While we’re on the subject: it would be nice if all building types clustered together on the planet view if they’re the same. Seeing lab factory lab is similarly irking :p
 
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I love that FTL is getting improvements, but I'm also pretty frustrated that the way that FTL will work with a Hyper-Relay Network is identical to how hyperlane FTL worked pre-2.0. Not only is this charging us for something that used to be part of the base game, there was literally a patch where Devs said that being able to jump from system to system without actually crossing the system was bad. Now we are told that it is good, but only if you pay for the option to do so and build wormhole generator like structures that also have a high cost to build. This just feels a bit like a betrayal of fans who have been playing since early in Stellaris' lifetime.
 
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patch where Devs said that being able to jump from system to system without actually crossing the system was bad. Now we are told that it is good
That was bad because you could just ignore enemy defenses when you jumped out of their range. This way you could get deep into enemy territory without fighting.
This new system will only work in friendly, developed systems. It will make defending your space much easier.

It's not the same system that was in older versions and it really is a good change.
 
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That was bad because you could just ignore enemy defenses when you jumped out of their range. This way you could get deep into enemy territory without fighting.
This new system will only work in friendly, developed systems. It will make defending your space much easier.

It's not the same system that was in older versions and it really is a good change.
It still feels like this should be a free feature rather than something that is locked behind an expansion. Even if the system is different, the effect is the same.
 
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I love that FTL is getting improvements, but I'm also pretty frustrated that the way that FTL will work with a Hyper-Relay Network is identical to how hyperlane FTL worked pre-2.0. Not only is this charging us for something that used to be part of the base game, there was literally a patch where Devs said that being able to jump from system to system without actually crossing the system was bad. Now we are told that it is good, but only if you pay for the option to do so and build wormhole generator like structures that also have a high cost to build. This just feels a bit like a betrayal of fans who have been playing since early in Stellaris' lifetime.

The system was bad before because it was the default and it made chasing down fleets a pain. This new system is better for a few reasons. Firstly by having a cost to the advantage you have to make a decision about where to build your fast lanes. Secondly the relays don’t work if the next system is owned by a hostile/there are no open borders. In a war you will be able to chase down fleets by capturing their relay network along the way.

It’s not reselling us some discarded idea. It’s taking something that was removed for a reason, and figuring out how to improve it to enhance the game.
 
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Somewhat offtopic, but it just occurred to me that this hyper relay system will be very helpful to the Star Wars mods that are trying to implement hyperdrive trade lanes.
 
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