. Lord Margrave May 24 @ 2:31pm. Every time I notice a fleet rush towards a hyper relay while the enemy is attacking the neighboring system I die a little on the inside because I know the fleet is going to not be able to use that hyper relay, have to turn around and run through the entire. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. 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. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. They must be build in every system going from point A to point B?Description [3. For Hyper Relays this probably doesn't take long at all, and Gateways and L-Gates only take a little bit longer. Me, duh. They have different roles. Stellaris Wiki Active Wikis. IMO, this just proves that the game could be better if you had the option to have smaller megastructures available earlier, and then after mega-structural. So let's talk Hyper Relays. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. Each hyper relay costs 25 influence, 500 alloys, and 100 rare crystals. This will remove the hyper relayfor good. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. Additionally you have edicts that will allow better resource generation and the like based on your networks. 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 doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. Stellaris fleets have a tendency to become very large compared to everything else in the game. How do we use these? How do they func. With Gateways being airports. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. g. 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. CacoSteven. There is no vulnerability by using gateways. 10/10 :)Hyper relays definitely cut on the number of gateways I build. Game was never designed for hyper fast travel at early/mid game to begin with. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. 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. 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 only build one gateway per system. but I can't build hyper relays, since I dont have overlord. I use this system all the time, all the shipyards get used. Sort by: Open comment sort options. Is it possible to turn off Hyper Relays at all prior to starting a new game? I've just wrapped up a game in the late 2800s (used the recent game setting's idea from the post where everything was notched up, so tech was x25 research times, growth scaling etc - made a very fun game). Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Game was never designed for hyper fast travel at early/mid game to begin with. - now towards the cost of building a hyper relay. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. By using mass gates you are vulnerable to attacks. 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. 25 hyperlain density, . 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. 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 link may be inactive because of closed borders, war, or if the relay is ruined. Get 2 systems with hyper relays next to each other then get one of the 2 systems attacked and see that the path the response fleet takes is inefficient. ago. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. And gateways can be built in disconnected systems. At first i used it just to connect my capital to other capitals, mostly from my vassals. Unless they’re the Crisis or a FE. 3 comments. 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. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. Fallen and Awakened Empires don't follow the usual rules for borders, in that they ignore them. The only thing they're good for is bugging out the enemies point defense because they won't shoot at torpedoes (remember, torps are there earlier!) before they've taken down all strike craft. That is if a wormhole connection works in the same way a hyperspace lane works for intel. So with the reveal of the catapult what i thought the hyper relay will do is proven false. the tech comes with the 2nd or 3rd lvl hyper drive. Recommended Mods: Star Wars Weapons and Ship Components (by Superior General Delvardus). • 2 yr. 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. Existing_Risk8968 • 10 mo. 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. Creators of. Hyper relays are more of a punishment for buying the DLC they came. Speed 5 become new Speed 3 (in 2290s). 2; 1. I thought it would be something that launched fleets wherever you want in the galaxy but thats what the catapult does. Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. g. (Note: L-Gates are not gateways) That's not a thing, unmodded in 2023. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. A Relay Network is more like Railways. So I've taken the same approach to Stellaris, trying to find exploits, and there are a lot of explots. #1. Tier 1-The Hyper Relays should be an earlier Gateway Tech, acting with a limited range like the old Wormhole Stations, however Tier 1 Relays will only be able to connect to other Relays, not the Gateways or L-Gates, and obviously they can only connect if you are within their limited range. Funny, that’s actually nearly what I’m playing right now. ago. ninjad912 Illuminated Autocracy. 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. ago. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Nihilistic Acquisition perk to abduct pops is a great option if you're authoritarian. A gateway is a teleporter. 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 influence,. This article delves into the function and benefits of this powerful technology in the popular space exploration game. Game was never designed for hyper fast travel at early/mid game to begin with. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. Stellaris Real-time strategy Strategy video game Gaming. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. But could be a nice suprise if it was inside a nebula. Might save u some ressources if you do not need to speed up ship travel time and waste a lot of ressources from building them everywhere. I do however wish the pathfinding AI would just use a normal hyperlane to travel to a new system sometimes because fleets transiting a large system just to use the relay sometimes makes the transit 4x as long. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Disables the option for players or AI to research the hyper relay technology. There's also the edicts that spread thru hyper. 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. * 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. • 2 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. 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. 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. Exactly the same way how road building in Civ 5 worked. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Back in ye olden days of Stellaris, with the three FTL types, the. Hyper relays are meant as way to move faster throughout the galaxy in the midgame before gateways are getting built. This story is the story of my last game and how the narrative played out perfectly. Hi, can you please add ability to dismantle hyper-relays? I tend to build them very conservatively -- just connecting my planets and choke-points for quick relocation of fleets in case of war/relief effort to take planet siege off. 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. If a system also has a gateway or black hole, place the Hyper Relay next to it, or your fleet will need to travel through the system to get to the bypass. Note for. Description. pensfan044 • 1 yr. - Made existing Hyper Relay tech and megastructures no longer fully deleted when loading a save. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. I think, the reason, you can't "skip" systems with hyper relays is, gateways does this thing already and hyper relays are early tech to help fast travel in your sectors. It's mostly about planning for what could be (and well, edicts). Stellaris already has an issue with cat-and-mouse fleet chases. 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. Games. The difference to how wars are fought across large empires aren’t the same. 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. ago. 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. In order for Hyper. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. . Imperial fiefdom is a unique one too that can be very powerful. Hyper Relays can grant additional effects based on edicts and subject specializations. 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. Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. Redirect page. 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. 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. 9. Originally posted by Kapika96: No, every system. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. 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 that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. Game was never designed for hyper fast travel at early/mid game to begin with. My protectorate (under the mouse) is well behind the front lines and let’s enemy ships jump into their gateway. 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. 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. Game was never designed for hyper fast travel at early/mid game to begin with. 6 for current Stellaris version 3. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Rule 5: I made a mod that uses performance-friendly pathfinding algorithms to plan Hyper Relay networks, so the AI builds them starting from the capital, then going to sector capitals, then from there branching to colonies in the sector, and more importantly, doesn't build them in random systems going to nowhere. Anyone can use a hyper relay as long as both the to and from systems are not hostile to. You have to cheese to win as the AI gets stupid bonuses. There is always time for a spot of tea. When large fleets fly through the hyper relay it looks better to me than the gateway. 9. 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. Instead they can immediately begin charging their hyperdrives for the next jump. 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. Stellaris Real-time strategy Strategy video game Gaming. You just right click one system, like. Its just that the "FTL = Yes/No" switch needs to be split (at the code level) in to "Can_pathfind_Hyperlanes = Yes/No" and "Can_pathfind_bypasses = Yes/No" Bypass use and hyperlane use should be separate flags. - Allow to upgrade any hyper relay into gateway through Galaxy view. Hyper Relays are not really a security risk. I played a lot of Civ 5 on deity, and that game is you vs the cheating computer. Game was never designed for hyper fast travel at early/mid game to begin with. ninjad912 Illuminated Autocracy. 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. AI Hyper Relay Spam. Dear Developers: Hyper Relays and Gateways. #2. Also building relays through gateways and/or wormholes does not count as xonnected relays. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. hdjs_ • 7 mo. 75x tech 1x hab as a Rogue Servitor, year 2330, 80k science/month total. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. But atm, ships can ONLY chose to use relay movement if it is available to them. 415K subscribers in the Stellaris community. Updated with save file. if you have top end hyperdrive, you're past the point they're meant for. Its the stellaris version of 'roads'. This means they will prioritize a gateway over hyper relays if the gateway will get them there faster, same for L-Gates and wormholes. But atm, ships can ONLY chose to use relay movement if it is available to them. So, while fighting along the route, their frontline can not follow you as fast as you can retreat, but their reinforcements can reach the frontline faster. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. 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. I find it quite difficult to see the thicker lines on the map and differ them from the thinner hyperlanes of the same color. Note for. 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. . spudwalt • 10 mo. Of course you could still require a relay to be built on each end of the bypass to act as a terminal and to connect to the chain on the far side. However an empire could still start with the gateway origin. Allowing them to skip the travelling across the system part cuts down on travel time quite significantly. 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, . A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. Game was never designed for hyper fast travel at early/mid game to begin with. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. If hyper. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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 only build Hyper Relays like highways where. And gateways can be built in disconnected systems. With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. This are the latest hyper relay changes since you last looked the last time in the star map at them. 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 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 capacity in a system, or provide bonuses to the planet it encircles. 4. 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. I like how Hyper Relays creates a highway inside your star empire, but I was thinking they could be improved if like starbase you could purchase module once built that add protection to the lane and curve down the chances of pirates popping-up. Go to Stellaris r/Stellaris. 0. 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. And with neutral hyper relays being usable by them this time they wont even need years to reach and attack an overlords back. 4. 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 doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. Hyper relay. 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. particularly because fleets following other fleets tend to get stuck one hyper jump behind if they go throguh a hyper relay for one reason or another, which is a disaster during a war (or a confrontation. what we need is to use influence to make our. Sorta a councile of voices that help guid the main gestalt. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. 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. Hyper Relays can grant additional effects based on edicts and subject specializations. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. Meaning your ships can make jumps without having to use sub light to reach a hyperlane. Hyper lanes can produce unity, with the right tradition/tech. 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). No, hyper relay is indicated by a thick blue line. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new hyper relay technology. 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. There is a bug, sometimes referred to as "sudden pacifism", where a players fleet will not engage in battle, but the enemy's will. Hyperrelays are made for overall movement, while stargates - quick jumps. 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 allow your ships to hyperspace from one system to another. This causes a situation where trying to reinforce a contested system from an adjacent system makes the fleets go back and. ; About Stellaris Wiki; Mobile view I'm sure this works, but hyper relays make traversing your empire so much faster it's kinda bad to not have them tbh. 9. Hyper. A better use for Influence. #2. You miss a single enemy ship and it runs amok in your territory until you catch it. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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 Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. Theoretically to give the hyperrelay edicts an effect the hyper relays do not even have to be linked at all. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. x. 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. Hyper. The way I deal with it is either reloading a recent save, or using a console command to get the resources for rebuilding the lost fleet. Steps to reproduce the issue. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. 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. 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. Hyper Relays should do more. A link may be inactive because of closed borders, war, or if the relay is ruined. 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. In particular, hyperlanes changing hands during wars tends to cause fleets flip-flop between routes and take longer-than-necessary paths, and also gets fleets separated in transit. Yes. The alternative Hyper-Relay Centered does the same thing as its Hyper-Relay No PathFind Mod brother, but doesn't disable pathfinding, for those who still like to play dangerously. Your ships can use these gateways, to travel to any other gate in the galaxy. Every time I notice a fleet rush towards a hyper relay while the enemy is attacking the neighboring system I die a little on the inside because I know the fleet is going to not be able to use that hyper relay, have to turn around and run through the entire system again. it essentially lets you pave roads to move faster along certain routes. 2 (7836) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack. This page was last edited on 23 May 2022, at 20:30. Once you have seen this technology in operation, it will appear much more frequently. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 75 (in small galaxies with 4 wormholes i have noticed weird. However, the AI is often stupid and if you have a Citadel there with lots of Defense Platforms and an Ion Cannon that can usually handle whatever the AI sends in. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). This is good to know, first time on pc version and I decided to skip the tutorial. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Having relays everywhere allows you to react fast no matter what. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. Militarized Hyper Relays: A proposed upgrade where hyper relays have the potential to combat piracy directly, I think they should be granted on starbase module slot for the purposes solely of mounting either Gun Batteries, Hangar Bays or Torpedo Launchers, while being given one small autocannon module regardless of the choice made if upgraded. Owning just the one won't let you piggy-back into an enemy's network. August 2, 2023. 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. It doesn't help that sometimes the relays turn bright orange/red sometimes too. The L-cluster isnt even in the same galaxy. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Albionest. Game was never designed for hyper fast travel at early/mid game to begin with. Instead, no matter how or where I click, the game tries to make my fleets go through the hyper relay to the south-east in the system which guarantees engagement and a hefty loss for me. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. Best. a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Hyper relays definitely could use some improvements. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). 99/GBP 15. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Using the Civilization games as a comparison, Relays act as roads in those games, making it faster to go from sequential system to system. Stellaris - How. Stellaris fleets have a tendency to become very large compared to everything else in the game. If enemies are attacking from the east, and your rely is on the east, you can jump straight on them. Game was never designed for hyper fast travel at early/mid game to begin with. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. 15 comments. In general it's hard to distinguish hyper relays from hyper-lane connections. Hyper Relays can grant additional effects based on edicts and subject specializations. 10/10 :) Game was never designed for hyper fast travel at early/mid game to begin with. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Game was never designed for hyper fast travel at early/mid game to begin with. From Stellaris Wiki. Normally if you wait some days they become green Click to expand. Description. You only need a hyper relay in ur colonized systems, so the effect applies to those systems. Anyone can use a hyper relay as long as both the to and from systems are not hostile to them. Two that come to mind are turning a migration policy on. Game was never designed for hyper fast travel at early/mid game to begin with. 4. Unless they’re the Crisis or a FE. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Jump to navigation Jump to search. 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. Stellaris Real-time strategy Strategy video game Gaming. Now you can put gates a few systems back, and connect from them to the front line with relays. They won't work if you. 1 Game was never designed for hyper fast travel at early/mid game to begin with. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. So long story short, common-case script is: - save into new file; I like hyper relays in concept, but the implementation is just really bad in some situations. While you're adding several automation/QoL changes I think some kind off Hyper Relays building automation would be appreaciated too. This may very well be the yellow coloration. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. They are a daisy chain of relays that only connect to systems that are linked via hyperlane. Stellaris Gateway Network Tutorial. HrabiaVulpes Divided Attention • 6 mo. 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.