You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. . As you might expect, it is not good for the game's speed for empires to be able to spam these useless megastructures everywhere - pea brain AI will see "free megastructure must build" which has the added bonus of removing the resources. So let's talk Hyper Relays. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Stellaris Gateway Network Tutorial. Showing 1 - 2 of. These allow ships to jump to any adjacent system that also contains a hyper relay. This will automate some of the more tedious and clicky actions while playing Stellaris. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. 2; 1. They must be build in every system going from point A to point B?If you park your ships next to a hyperlane on the opposite side of the system to the hyper relay, they will lug themselves back over the system to get to the hyper relay. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. Gundalf Oct 28, 2022 @ 11:22pm. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Donation Points system. In systems with wormholes or existing gateways, it is recommended to instead go into the system view to manually place the Hyper Relay near to the wormhole or gateway to better facilitate travel. Space travel wise , they can 'speed up travel' because now you don't have to travel though a. Ah, if it is hyper relays that's the issue and not wormholes and your only wanting to move one system away can you use way points in the system map. In general it's hard to distinguish hyper relays from hyper-lane connections. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. In order for Hyper. • 2 yr. Game was never designed for hyper fast travel at early/mid game to begin with. Best. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. HrabiaVulpes Divided Attention • 6 mo. The thick blue lines are systems that are connected by Hyper Relays. It's mostly about planning for what could be (and well, edicts). No, it doesnt. Game was never designed for hyper fast travel at early/mid game to begin with. 4 and Overlord came out. 0. If enemies are attacking from the east, and your rely is on the east, you can jump straight on them. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it). Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. 4. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. My point stands anyway, i dont see why would we want to have an icon to select hyper relays from the galaxy view, they already highlight the hyperlane, wich is both visually cool and useful. Additionally you have edicts that will allow better resource generation and the like based on your networks. I like hyper relays in concept, but the implementation is just really bad in some situations. Game was never designed for hyper fast travel at early/mid game to begin with. 1 Game was never designed for hyper fast travel at early/mid game to begin with. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. Game was never designed for hyper fast travel at early/mid game to begin with. If hyper relay exists, use it Or use hyper lanes. Think of the hyper relays as your highway, everything travels faster, enemies included so it may backfire unless you have some good chokepoint defense systems, and your gateways as your teleportation centers. if you have top end hyperdrive, you're past the point they're meant for. Hyper Relays exists because its really frustrating to loose 10 systems before your fleet arrives because you only have one or two early game and the overall Military system is not really designed to fit the whole "Intergalactic Empire" theme Stellaris is. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. The Hyper Relay. I know its going to be revealed this. Game was never designed for hyper fast travel at early/mid game to begin with. ago. Hyper Relay links can become inactive for several reasons, including the. You don't actually skip over any systems while using them -- you just skip the travel time from flying across systems to the next hyperlane. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. They must be build in every system going from point A to point B?All those things can be removed by simply making gates an evolution of relays. Next week we’ll take a ride on the Hyper Relay Network, finally see those three Specialist perks, look at some other balance changes and additions coming in Cepheus and Overlord, and reveal another Origin. eh if it’s a larger war i’m willing to accept the exhaustion of it means i can use a suicide fleet to delay or draw into a trap the enemies’s main armada. I agree with @Tale that it would make multiple fleets and positioning less meaningful, and throw away much of the difficulty of defending a large expansive territory. 9. I love hyper relays, it’s not revolutionary but it does feel like a significantly different way to play. With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. To retain the cheaper Hyper Relay costs of Sparsity, use the Cheaper Relays Submod; Should be compatible with all other mods, except other mods that override hyper relays. It doesn't help that sometimes the relays turn bright orange/red sometimes too. There is no vulnerability by using gateways. Hyper Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. 15 comments. Game was never designed for hyper fast travel at early/mid game to begin with. Existing_Risk8968 • 10 mo. The pathfinding system of Hyper Relays slows the game massively. They are different. Fun fact, there was no way, and appears to still be no way, to force a fleet to manually travel via hyper lanes rather than hyper relay if there is one in the system. So no Gateways , L-gates or wormhole travel will connect to a relay network or 'skipping' systems. Just like jumpdrive use gets its own flags. I built 2 of them, one on my home sector and another about 30-40 sectors away and went to send a construction ship through it to test it and it doesn't have a 'destination'. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Hyper Relay connected systems are shown on the galaxy map and Construction Ships can build them directly from the galaxy map. Game was never designed for hyper fast travel at early/mid game to begin with. For Stellaris 3. First, I would like to ask could we please get the ability to destroy Hyper Relays and Gateways if we want? Sometimes the AI spam these in every owned system and, especially for the Hyper Relays, I don't want the burden of a galaxy painted with Hyper Relays and Gateways. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. This are the latest hyper relay changes since you last looked the last time in the star map at them. Rejoice as your war fleets once again will use a hyperlane that they are literally touching to move to an adjacent system, instead of reversing and flying the entire length of the star system in order to fly 20 systems out of their way and get ambushed at point blank range. Thread starter Kingman; Start date Jun 12, 2023;. Game was never designed for hyper fast travel at early/mid game to begin with. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. Content is available under Attribution-ShareAlike 3. New to this game,but why is it that despite me conquering 70% of an enemies territory, never losing a ship, they get to keep all but one of their systems? I was flawlessly annihilating an enemy empire, then out of nowhere they send me a message forcing me to make peace by not giving me an option to decline. Speed 5 become new Speed 3 (in 2290s). 10. Ships appear at. I love the concept of hyper relays, but it becomes extremely annoying in certain cases when using a hyper relay is not desirable. 3, so can not currently testify for how the mod works further into the game. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. With a relay you still have to go through each system, but you go a lot quicker as you don't have to fly across each system. However, instead of connecting to all the other L-Gates in the galaxy, all L-Gates travel to the same place: a little system outside the galaxy, known as the Terminal Egress. Relays just jump you system-to-system. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. Sort by: Open comment sort options. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. #2. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. If I create & use an mod that deletes the tech that enables Hyper. Game was never designed for hyper fast travel at early/mid game to begin with. It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. Stellaris Gateway Network Tutorial. [deleted] • 5 yr. It obliges us to use it instead of using a more manoeuvrable hyperlane. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Instead they can immediately begin charging their hyperdrives for the next jump. Gateways just jump you from 1 to the other, regardless of distance. g. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 9. Option just doesn't pop up. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. - If the system has a gateway, the Hyper Relay should be placed near it. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. Having relays everywhere allows you to react fast no matter what. . I have to wonder how easy it will be for the devs to balance in future if relays stay DLC only. For an Empire cutting it close budget-wise, taking over AI systems after Hyper Relays are discovered and built can destroy your economy. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. The fact that you can only see an arrow in the solar system map view seems more on the side of just a mapped path, and not an actual physical phenomenon that accelerates objects… I guess depending on what hyperlanes actually are, we can speculate what a “relay” could do. Game was never designed for hyper fast travel at early/mid game to begin with. Game was never designed for hyper fast travel at early/mid game to begin with. But could be a nice suprise if it was inside a nebula. It's faster to hop from one hyper relay to another than to fly across the whole system. If a fleet enters a system on the 3rd, and jumps out 2 weeks later, it offers 0 piracy protection for not being in it over the tic. it essentially lets you pave roads to move faster along certain routes. A person may want this to change how their game plays, or improve performance since Hyper Relays supposedly add lag to the end game by complicating the AI. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. It will be a few extra months. This mod is not opted-in to receive Donation Points. Stellaris fleets have a tendency to become very large compared to everything else in the game. Unlike Hyper Relays, Gateways don’t just increase your travel speed, they allow you to instantly travel from point A to point B in the Galaxy, given that you have Gateways in both locations. The Hyper Relay allows fast travel across your empire, the Quantum Catapult can send your fleets on a one-way trip to a portion of the galaxy, and Orbital Rings will allow you to have extra starbase. Stellaris fleets have a tendency to become very large compared to everything else in the game. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. Game was never designed for hyper fast travel at early/mid game to begin with. Game was never designed for hyper fast travel at early/mid game to begin with. I find it quite difficult to see the thicker lines on the map and differ them from the thinner hyperlanes of the same color. . Stellaris. Not only am I extensively trained in biological greetings, but I have access to the entire arsenal of the Blorg Commonality Friendship Armada and I will use it to its full extent to uplift your unfriendly culture into. . Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Steps to reproduce the issue. Game was never designed for hyper fast travel at early/mid game to begin with. They must be build in every system going from point A to point B?It seems impossible to catch your enemy, since every time it look like this: enemy enters the system, your fleet follows it trying to use the relay, enemy captures the system, your fleet turns around and moves through the entire system to the hyper corridor, while enemy’s fleet is on its way to capturing another system. g. Be careful of the Hyper Relay's position in unclaimed systems as the enemy can, and will, come through the Hyper Relay instead of the hyperlane. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19. Cute little egalitarian butterflies. Funny, that’s actually nearly what I’m playing right now. Unless they’re the Crisis or a FE. The War in Heaven, while not a true end game crisis per say, is much more unique in the way it involves empires choosing sides, the creation if vassals, the possibility to capitulate to save yourself, the awakened empires fighting esch other, etc. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. Hello and welcome to my channel, thank you for stopping by. HrabiaVulpes Divided Attention •. I don't have any games correctly started with STellaris v3. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. (Among others) Orbital rings are pretty powerful economic boosts to planets. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new hyper relay technology. - Moved the code to separate files to be more mod compatible. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. They are constructed directly in a single stage, taking one year and costing 25. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Back in ye olden days of Stellaris, with the three FTL types, the. . Updated with save file. AI build Hyper Relays in every system regardless if that system is well-travelled or not, and each Hyper Relay costs 2 Energy/month in upkeep. For the most part, you just have to have something suitable that you can build the structure around and by the time you get around to building Mega Structures many times I have built habitats in the system, and they take up spots where you could build a Mega Structure, but of course once the Habitat is there you can no longer build a Mega. Because of this, they can use your gateways - when they are not at war with you. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Note for. Besides the bug(?) with fleets flying to them instead of using the much closer hyperlane jump (there has to be the option to force a fleet to a hyperlane), there is another very annoying thing, that needs correction: Hyper Relays can't be destroyed in any way. A full list of credits regarding the use of every asset in this shipset can be found on a dedicated page in the discussion area. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. hdjs_ • 7 mo. Besides the bug(?) with fleets flying to them instead of using the much closer hyperlane jump (there has to be the option to force a fleet to a hyperlane), there is another very annoying thing, that needs correction: Hyper Relays can't be destroyed in any way. I think I'm starting to understand Stellaris. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Paradox Interactive, for making the awesome game that is Stellaris. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. Feudalistic and agrarian. Besides that, hyper relays are pretty useful. However an empire could still start with the gateway origin. 5. Hyper Relays can grant additional effects based on edicts and subject specializations. Update: Aug 25, 2022 @ 1:05am. Toggle signature. Game was never designed for hyper fast travel at early/mid game to begin with. They won't work if you. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. Why is that a problem? Well, most empires, that are at. Best. Anyone can use a hyper relay as long as both the to and from systems are not hostile to. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. If You build gate in a different place than a relay, then You. For Hyper Relays this probably doesn't take long at all, and Gateways and L-Gates only take a little bit longer. The thick red ones are also Hyper Relays, but you just don't have border access to them. trelltron • 5 yr. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Note: in an UNOWNED system that has a Hyper Relay, anyone can use it. Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris!. Disabling a megastructure type will result in the technology being inaccessible and all existing megastrucutres of that type being destroyed. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. All vassals are under the most strict policies. It can take 20-30ish days to cross a system from one end to another, so any days saved when moving fleets can make a difference in war or quick deployment. Hyper Relays are not really a security risk. I feel like the colors of the ships and the hyper relay-network blend too well with each other and make it difficult to visually track my ships. Valmarki May 13, 2022 Jump to latest Follow Reply Description AI does not allow for. Game was never designed for hyper fast travel at early/mid game to begin with. Game was never designed for hyper fast travel at early/mid game to begin with. 13. Ruled by a monarchy. Multi-stage megastructures maybe don't get removed as a feature of the star system, but instead only get logically removed -- i. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hyper Relays are currently the worst thing in the game. The building process requires a civilian construction ship. Suggestion. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Jump to navigation Jump to search. Go to Stellaris r/Stellaris. DeathGP • 10 mo. Tier 2 - This would begin when you unlock the tech for. 4. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. No, what I mean is: you need hyper relays in all systems you need to get through often, so you need a lane from your home system to every border system (so a system that has a hyperlane connecting to a forgin empire) and a lane from every colony to every other colonie, usually you just need a lane to one of the. Swarm has the largest fleet, they also produce (sort of) new ships from infested planets just like other empires, meaning that their numbers would grow exponentially if they expand. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. At tiers 2 and 3, Prospectoria gain several permanent research options. At first I though it was because of one of my many mods. However, now with hyper relay networks, I found it difficult to tell where my relays were set up. You can select relay location, and it absolutely matters. Im pretty new to the game and last night I learned an absolutely brutal 30 year lesson on why not to join a defensive pact with the AI. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. i heard that theyll be replacing the energy costs of subterfuge operations with influence, but thats the wrong way to go about it since barely anyone uses that system anyway. if you have top end hyperdrive, you're past the point they're meant for. The tactic in question overlaps L-gates and normal gates in order to eliminate the time your fleets move between them if you have both in the SAME system. Stellaris Dev Diary 251 has dropped and this week we are getting the breakdown on the Hyper Relay Network, an update to unemployment & migration and a specia. It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. Hyper lane routes are immune to piracy, the reasoning is their rapid transit ability negates the ability of pirates to interdict trade Yes (it's hyper relays though) Bases within the umbrella of a trade hub are ignored as a trade source route; the idea is the trade hubs gather it up as if there were no base instead of the base intervening. Additionally you have edicts that will allow better resource generation and the like based on your networks. 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. Once you have seen this technology in operation, it will appear much more frequently. And it is not viable to create several bulwarks, one for each side, as each bulwark drains the overlords basic ressource production individially, which makes them too expensive. Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. The Hyper Relay. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. I was the only one being attacked/fighting in a war i had nothing to do with, not even 30 seconds after having claimed 3/4 of a different AI’s territory (and the ensuing economic crash that comes with expansion of that scale, not to. I usually compare it to Roads vs Railroads in some versions of Civ. it essentially lets you pave roads to move faster along certain routes. The new Hyper Relay Megastructure is the equivalent of a galactic highway in Stellaris, allowing players to accelerate travel across their Empire. #1. Option just doesn't pop up. Mid game infrastructure like this and the rings was missing. How do we use these? How do they func. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. Is this a glitch or a marketing scheme? I dunno. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. All Discussions. The third tier 1 perk, Prospectorium Supply, is tied to the Hyper Relay Network, so we’ll get back to that one in a future dev diary when we talk about that. Hyper. If you park your ships next to a hyperlane on the opposite side of the system to the hyper relay, they will lug themselves back over the system to get to the hyper relay. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. Description. Game was never designed for hyper fast travel at early/mid game to begin with. There is no vulnerability by using gateways. I run a galactic cartel megacorp that a lot of people around the galaxy don’t like. Understanding the Range and Limitations of Hyper Relays. 4. Hyper Relays. Mainly it should attempt to connect:The Hyper Relays causing a weird calculation doesn't totally explain why the route from Sirius to Sol would go through the Warp Gate, as no part of that was on a Hyper Relay route to begin with, and it would arrive at a Network node equally quickly whether it went to the subject's Warp Gate or to the neighboring system, which also. You only need a hyper relay in ur colonized systems, so the effect applies to those systems. I think, hyper relays are fine as they are, also it would allow enemy ships to intercept traveling ships if you camp at the hyper relay without touching the space station. - Made existing Hyper Relay tech and megastructures no longer fully deleted when loading a save. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. 25 wormhole and . Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. But atm, ships can ONLY chose to use relay movement if it is available to them. Creators of. Game was never designed for hyper fast travel at early/mid game to begin with. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. No More Stellaris Mods 3. That's not too bad on the grand scheme. So with the reveal of the catapult what i thought the hyper relay will do is proven false. If you’d like to read your events or manage the more important and time critical things, turn on all them options!Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. Stellaris Dev Diary 251 has dropped and this week we are getting the breakdown on the Hyper Relay Network, an update to unemployment & migration and a specia. A link may be inactive because of closed borders, war, or if the relay is ruined. ago. Game was never designed for hyper fast travel at early/mid game to begin with. it essentially lets you pave roads to move faster along certain routes. 10. Hyper relays in Stellaris can be powerful tools for interstellar travel, but it is important to understand their range and limitations in order to use them effectively. The exact speed depends on your fleet speed but overall, we can say that, from our experience, Hyper Relays are almost four times faster than regular Hyperlanes. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. So let's talk Hyper Relays. They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. If they're not using the hyperlane relay, it might just be because they'll get to the objective faster with whatever they ARE using. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. Trade modules on starbases work through gateways and trade routes go via gateways. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Redirect page. Hyper Relays should do more. A link may be inactive because of closed borders, war, or if the relay is ruined. Each hyper relay costs 25 influence, 500 alloys, and 100 rare crystals. if you have a hyper relay connection between two systems, you can NOT use the normal hyperlane entrance UNLESS the opposing system is not controlled by you. Allowing them to skip the travelling across the system part cuts down on travel time quite significantly. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. Usually fleets use the shortest path to the objective. Dear Developers: Hyper Relays and Gateways. Game was never designed for hyper fast travel at early/mid game to begin with. Say that starting early mid game one gets a tech to construct a single. In general it's hard to distinguish hyper relays from hyper-lane connections. They function like hyper relays but without the requirement of the systems bordering eachother. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. So initially they couldn't use them but once they take the system they can use them for reinforcements and you wouldn't be able to use them until you took the system back. For convenience, Relays can also be built directly from the Galaxy Map. Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Gateways can be almost effectively disabled by setting them to 0 when creating the galaxy, because you need to know of one to get the tech. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. They have different roles. There's also the edicts that spread thru hyper. But now with the introduction of hyper relays, orbital rings, (and habitats which have been in the game for years) you can now play around with smaller megastructures earlier in the game. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. However an empire could still start with the gateway origin. We have learned the release date of Stellaris: Overlord. As a hive-mind I highly recommend going down the Synchronicity tradition tree and grabbing "Instinctive Synchronization" and then use synapse drones to produce amenities instead when you can, as this will boost both unity. ago. Pretty much why the scourge can be so damaging with their missiles - even with 8 PDs on your battleships they won't do shit because of the few little. < > Showing 1-9 of 9 comments . Games. These megastructures are currently togglable: Hyper Relays. 420K subscribers in the Stellaris community. Hyper relays are usually researched well before gateways. You miss a single enemy ship and it runs amok in your territory until you catch it. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Stellaris. Existing_Risk8968 • 10 mo. A place to share content, ask questions and/or talk about the 4X grand strategy…My preferred galaxy settings are 1000 stars, 1 guaranteed habitable planet, 1x habitable worlds, ai empires set to 10-20, 5 fallen empires, 1-3 marauders, max primitive, . Also adds some new origins, progenitor is a really unique and strong one for hivemind. Hyper Relays can grant additional effects based on edicts and subject specializations. The fact that you can only see an arrow in the solar system map view seems more on the side of just a mapped path, and not an actual physical phenomenon that accelerates objects… I guess depending on what hyperlanes actually are, we can speculate what a “relay” could do. With the mod loaded and being used, starships proceed to another star system via the hyper jump exits in their current star system and jump with no wind-up time (the ship instantaneously jumps).