I have all kinds of vassals but the one that is giving me the most problems is a protectorate that has borders open to the enemy. Game was never designed for hyper fast travel at early/mid game to begin with. - Made existing Hyper Relays non-traversable. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it. hdjs_ • 7 mo. Theoretically to give the hyperrelay edicts an effect the hyper relays do not even have to be linked at all. 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. 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. A better use for Influence. 10/10 :) Game was never designed for hyper fast travel at early/mid game to begin with. Note for. Ordinarily they'd hyperspace to the system, then have to travel from one side to the other using their thrusters, then hyperspace to the next system and so on. Exactly the same way how road building in Civ 5 worked. please, PDX, i beg you: make the hyper relays dismantable! This is just an annoying feature. No, hyper relay is indicated by a thick blue line. Updated with save file. Game was never designed for hyper fast travel at early/mid game to begin with. You'd need to find a mod to permanently disable them. 6 for current Stellaris version 3. Option just doesn't pop up. At the start of the game, you can choose to disable specific types of megastructures. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Instead they can immediately begin charging their hyperdrives for the next jump. Tall empires will prolly benefit more from hypers due to how much easier it is to acquire them vs gateways on top of going a. 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. < > Showing 1-9 of 9 comments . For those like me who get annoyed at how THICK the Hyperlanes between Hyper Relays are. . 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. Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19. Hyper Relays can grant additional effects based on edicts and subject specializations. Dear Developers: Hyper Relays and Gateways. DeathGP • 10 mo. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. I played a lot of Civ 5 on deity, and that game is you vs the cheating computer. 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. Hyper Relay edicts require the empire's capital system to be. Especially because the further you zoom in the thinner and more similar the hyper relay line becomes to the hyperlane line. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 49/EUR 19. 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. But on the downside was that the entire galaxy had Hyper Relays. 3) There's a number of cool expansion possibilities due to luck or settings which can lead to a very spread out empire. Subscribe to downloadHyperlane Variety (Blue) Subscribe. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. paradoxwikis. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. - Disabled the Hyper Relay "bypass" feature. 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. Vuk Radulovic. Anyone can use a hyper relay as long as both the to and from systems are not hostile to. 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. If hyper. Subscribe to downloadUltimate Automation 3. 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. Thread starter Archael90; Start date May 24, 2022; Jump to latest Follow Reply Menu We have updated our. The L-Gates don’t work like normal gateways for whatever reason and enemy fleets can use them regardless of who owns Terminal Egress. Subscribe. They work similarly to regular Hyperlanes – just much, much faster. 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. . When large fleets fly through the. Stellaris. Back in ye olden days of Stellaris, with the three FTL types, the. Best. Discuss this update in the discussions section. With the correct technology finished, players can use a Stellaris Construction Ship to right-click and build a Hyper Relay in any of their Systems for 25 Influence, 500 Alloys, and 100 Rare. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. We have learned the release date of Stellaris: Overlord. And so if your fleets are pathing to a system using relays, and then the destination relay gets cut, they originally path to the relay and then change to path normally. Go to Stellaris r/Stellaris. This mod is not opted-in to receive Donation Points. Strategy Guides Stellaris: How to Build a Hyper Relay By John Higgs. My Setup: 4 Ship Yards, each with it's own home fleet, each system is spread out amongst your empire and each ship yard system has a Jump Gate. . There is a bug, sometimes referred to as "sudden pacifism", where a players fleet will not engage in battle, but the enemy's will. Redirect page. 0 unless otherwise noted. 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. If in the galaxy map, left-click the system you want to build in, and construction work will begin in a random valid location. Stellaris Real-time strategy Strategy video game Gaming. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. 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. #2. 0. Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. Space travel wise , they can 'speed up travel' because now you don't have to travel though a. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. it essentially lets you pave roads to move faster along certain routes. . Best. They won't work if you. 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 definitely could use some improvements. I use this with ultimate automation and have my construction ships auto build hyper relays, and whenever I want a gateway it saves so much clicking by using your mod. All Discussions. Took a lengthy hiatus from Stellaris and came back for Overlords DLC which am digging aside from the bugs. 10/10 :)Game was never designed for hyper fast travel at early/mid game to begin with. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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. You'd need to find a mod to permanently disable 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. Also, get lots of shields since the Contingency's weapons suck vs shields. I think I'm starting to understand Stellaris. This will automate some of the more tedious and clicky actions while playing Stellaris. then camping them near the hyperlanes/hyper relays of my border systems. ago. Hello and welcome to my channel, thank you for stopping by. Hyper Relays can be built from the galaxy view, which places them semi-randomly within the system. While in the past you wanted plenty of gateways now you want only a few them, and even then it is mostly to cut on the number of jumps you 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. . Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). So in the early-mid game, if you are having piracy problems you can build one or more anti-pirate fleets and set them to patrolling your key trade lanes. I don't have any games correctly started with STellaris v3. 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 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. 25 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. Cute little egalitarian butterflies. So let's talk Hyper Relays. Albionest. The AI loves to build hyper relays in every system regardless of whether they're actually needed. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. ago. Game was never designed for hyper fast travel at early/mid game to begin with. 5. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. g. 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. 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. For Stellaris 3. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. - now towards the cost of building a hyper relay. 6. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. [deleted] • 5 yr. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Game was never designed for hyper fast travel at early/mid game to begin with. . Hyper Relay Tech - Please give us galaxy options to disable them. 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. 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. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. The problem is that the tech tree is kind of bloated at the moment. This mod disables the Hyper Relay technology for players and AI and disables their construction, and disables traversal through existing Hyper Relays. And gateways can be built in disconnected systems. Hyper lanes can produce unity, with the right tradition/tech. Game was never designed for hyper fast travel at early/mid game to begin with. You cannot even manually path your fleets/ships to a system if it is linked. Thread starter Kingman; Start date Jun 12, 2023;. 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. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. Game was never designed for hyper fast travel at early/mid game to begin with. In this case, you will need to use other approaches. They must be build in every system going from point A to point B?What do they do they move to the Hyper Relay. They must be build in every system going from point A to point B?And with neutral hyper relays being usable by them this time they wont even need years to reach and attack an overlords back. You cannot even manually path your fleets/ships to a system if it is linked. 4. Gateways just jump you from 1 to the other, regardless of distance. 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. Thanks so much! There really should be an option to dismantle mega-structures, even if it's a one cent to the dollar sort o thing. Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. 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. 75x tech 1x hab as a Rogue Servitor, year 2330, 80k science/month total. So I've taken the same approach to Stellaris, trying to find exploits, and there are a lot of explots. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. I do place fewer Gateways than I used to, though, relative to before 3. 3, so can not currently testify for how the mod works further into the game. 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. If enemies are attacking from the east, and your rely is on the east, you can jump straight on them. . Understanding the Range and Limitations of Hyper Relays. Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. Tier 2 - This would begin when you unlock the tech for. That is to say the way I’ve been playing so far, I want it to be harder for them. 10. 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. ninjad912 Illuminated Autocracy. 2] checksum [7836] - Patrolling Fleets don't use Hyper Relays Properly Game Version 3. if you have top end hyperdrive, you're past the point they're meant for. Instead they can immediately begin charging their hyperdrives for the next jump. Why is that a problem? Well, most empires, that are at the point, where broad Hyper Relay construction. Trade modules on starbases work through gateways and trade routes go via 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. Go to Stellaris r/Stellaris. Also building relays through gateways and/or wormholes does not count as xonnected relays. But atm, ships can ONLY chose to use relay movement if it is available to them. Click the hyper relay you want to get rid off, open the console and type the following in to get rid of it: effect remove_megastructure = this. 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. 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. Stellaris Gateway Network Tutorial. Any system you own is a worthy candidate for Hyper Relay construction. 410K subscribers in the Stellaris community. The only reason to not do it is the alloy cost, you. Unless they’re the Crisis or a FE. That's not too bad on the grand scheme. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. AI Hyper Relay Spam. 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. Me, duh. After the fleet battles, Armageddon bombardments, neutron sweeps, battle frames, mega warforms and finally extermination purges had finished cleansing the galaxy of all the enemies of Machine, we built our capital on the largest, most radioactive. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. Hyperrelays are made for overall movement, while stargates - quick jumps. Game was never designed for hyper fast travel at early/mid game to begin with. But this same feature makes the Endgame crisis faster in reaching your capital. This used to be mainly gateways, but with the addition of hyper relays it's become more apparent. 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. To quickly jump across to the system they were positioned directly next to. You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. 2; 1. No More Stellaris Mods 3. 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. A link may be inactive because of closed borders, war, or if the relay is ruined. 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. Mods are UI + leader cap. So let's talk Hyper Relays. 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. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. 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. Relays just jump you system-to-system. Game was never designed for hyper fast travel at early/mid game to begin with. They can get prohibitively expensive if you conquer an AI empire since the AI builds them all over the place. 1 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. Regular Gateways cannot be used by enemies; each one must be reactivated individually, and enemies you are at war with or you have closed borders with cannot use them to enter your space. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. 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. Stellaris > General Discussions > Topic Details. it essentially lets you pave roads to move faster along certain routes. Stellaris: Suggestions. The thick blue lines are systems that are connected by Hyper Relays. There's also the edicts that spread thru hyper. 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. Your ships can use these gateways, to travel to any other gate in the galaxy. 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. May 18, 2022 @ 2:34am Hyper Relays Do I just put them in a line or should I put there in every system from what I can tell it not like jump gates and. 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. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. g. 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. 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. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Its the stellaris version of 'roads'. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. Stellaris already has an issue with cat-and-mouse fleet chases. 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. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. . 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. Hyper relays are usually researched well before gateways. This are the latest hyper relay changes since you last looked the last time in the star map at them. Do notice that this isn't the same rule as L-gates and wormholes, which can be used to go to enemy territory. In general it's hard to distinguish hyper relays from hyper-lane connections. Yes. Related Topics. 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. Game was never designed for hyper fast travel at early/mid game to begin with. I don't have any games correctly started with STellaris v3. Nihilistic Acquisition perk to abduct pops is a great option if you're authoritarian. # 20220712 Mod version 0. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. I can't find a way to "insist" my fleets go through the lane instead of the relay. ago. Best. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. Originally posted by Kapika96: No, every system. 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. Game was never designed for hyper fast travel at early/mid game to begin with. ago. You can get a lot if you vassal cheese and get ridiculous science outputs. Toggle signature. You miss a single enemy ship and it runs amok in your territory until you catch it. trelltron • 5 yr. Gundalf Oct 28, 2022 @ 11:22pm. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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 other, more insidious use is scorched earth tactics, both offensive. 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. 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 checking whether a country can use a certain hyper relay or gateway. 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. It will be a few extra months. I know its going to be revealed this. This story is the story of my last game and how the narrative played out perfectly. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris!. Hyper relays definitely could use some improvements. Donation Points system. Normally if you wait some days they become green Click to expand. 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. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. If You build gate in a different place than a relay, then You. In 1 collection by RegiZero. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. Can someone explain. To quickly jump across to the system they were positioned directly next to. Hyper Relays can be built in your own space, or that of your subjects. 2; 1. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. This is the Izki Sacred Covenant. Yes folks, your ships can literally be sitting on the exit point to another. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. 97 comments. Description. 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 makes sense to build both. if you have top end hyperdrive, you're past the point they're meant for. Lot of people just dont like relays for some reason (but mostly bugs and/or weird mechanics). 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. Hyper Relays: Only available with Overlord DLC. • 2 yr. Richard. 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. Ruled by a monarchy. 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. Existing_Risk8968 • 10 mo. 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. spudwalt • 10 mo. com] contributors, for cataloging all the effects, scopes, conditions, etc; that were necessary to make this mod. 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. Hyper Relay edicts require the empire's capital system to be part of the network, while the benefits granted by subject. 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 I find myself not. A relay network is a highway. But could be a nice suprise if it was inside a nebula. In general it's hard to distinguish hyper relays from hyper-lane connections. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it). Game was never designed for hyper fast travel at early/mid game to begin with. At first I though it was because of one of my many mods. 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. Game was never designed for hyper fast travel at early/mid game to begin with. 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. ago. Stellaris Wiki Active Wikis. 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. 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. 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, . 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). (Among others) Orbital rings are pretty powerful economic boosts to planets. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 4. Subscribe to downloadStar Wars Sith Empire Ships 3. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Stellaris Real-time strategy Strategy video game Gaming. Letting you learn the enemy layout just in advance of conquering, that is. ago. . 9. I like hyper relays in concept, but the implementation is just really bad in some situations. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Here are a few: -The Mushroom Kingdom: the red top/white stem classic mushroom people (I know they can have different colors but by saying the colors you pictured the shape). You don’t know exactly where it is, so your ships don’t know how to get there. Further, that one gateway will connect you to EVERY other empire capital at once, while hyper relays need to be built out over that difference. And gateways can be built in disconnected systems. They have different roles. You just right click one system, like. It’s totally gigastructure fueled: my main species lives in unimaginable splendor on an Alderson disk and a couple matryoshka VR worlds, pumping out ridiculous amounts of science and alloys, and the rest of the empire is either maginot fortress worlds filled with chemical bliss slave soldiers or “breeder. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. (so focusing heavily into a weapon that counters your enemy’s defence and defences that counter your enemies weapons - so going heavy into Kinetics and Missiles and Shields against someone. They function like hyper relays but without the requirement of the systems bordering eachother. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. Feudalistic and agrarian. 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. Hyper. A link may be inactive because of closed borders, war, or if the relay is ruined.