Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. 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. 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. (Among others) Orbital rings are pretty powerful economic boosts to planets. - Moved the code to separate files to be more mod compatible. Meaning your ships can make jumps without having to use sub light to reach a hyperlane. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Strategy Guides Stellaris: How to Build a Hyper Relay By John Higgs. 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. This will remove the hyper relayfor good. (the middle triangle is connected via Hyper Relay, the system off screen to the top left is not connected) The idea is that when you have 3 or more Hyper Relays in a row, your ships can jump from 1 Hyper Relay to the next, instead of having to fly across each system you are passing through. Hyper Relay edicts require the empire's capital. Redirect to: FTL#Hyper Relays;I'm sure this works, but hyper relays make traversing your empire so much faster it's kinda bad to not have them tbh. Subscribe to downloadHyperlane Variety (Blue) Subscribe. You cannot even manually path your fleets/ships to a system if it is linked. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Unless they’re the Crisis or a FE. . True but i would ad Fallen Empires can use your Gateways (if activated) anytime and i think (not sure) the crisis can do this as well. If I create & use an mod that deletes the tech that enables Hyper. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. A link may be inactive because of closed borders, war, or if the relay is ruined. ninjad912 Illuminated Autocracy. Two that come to mind are turning a migration policy on. Relays just jump you system-to-system. The technology bonus is practically the same, plus you get the perk to use on your other vassals. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. 9. However an empire could still start with the gateway origin. 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. Stellaris Real-time strategy Strategy video game Gaming. 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. 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. 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. 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. ago. How do we use these? How do they func. Multi-stage megastructures maybe don't get removed as a feature of the star system, but instead only get logically removed -- i. ago. Additionally you have edicts that will allow better resource generation and the like based on your networks. Hyper Relays can grant additional effects based on edicts and subject specializations. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. But atm, ships can ONLY chose to use relay movement if it is available to them. A link may be inactive because of closed borders, war, or if the relay is ruined. Your ships can use these gateways, to travel to any other gate in the galaxy. depends on the situation of course. gate networks. Donation Points system. 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. It doesn't help that sometimes the relays turn bright orange/red sometimes too. A link may be inactive because of closed borders, war, or if the relay is ruined. 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. Imperial fiefdom is a unique one too that can be very powerful. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. 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. Can someone explain. 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. Understanding the Range and Limitations of Hyper Relays. 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. - Made existing Hyper Relays non-traversable. Existing_Risk8968 • 10 mo. 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. 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. And gateways can be built in disconnected systems. So with the reveal of the catapult what i thought the hyper relay will do is proven false. 0 unless otherwise noted. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. The problem is that the tech tree is kind of bloated at the moment. Hyper relays are usually researched well before gateways. Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. 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. Being able to remove these during peacetime would be quite useful. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. 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. 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 rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. I usually play Stellaris a bit every few releases, get acquainted with the changes, try something new, hunt achievements. Game was never designed for hyper fast travel at early/mid game to begin with. Compatible with version v3. 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. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. 4. Additionally you have edicts that will allow better resource generation and the like based on your networks. They are constructed directly in a single stage, taking one year and costing 25 influence,. If enemies are attacking from the east, and your rely is on the east, you can jump straight on them. Stellaris Real-time strategy Strategy video game Gaming. Disables the option for players or AI to research the hyper relay technology. 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 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. [deleted] • 5 yr. There is always time for a spot of tea. That's literally no different either way around. 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 vassals are under the most strict policies. - now towards the cost of building a hyper relay. A link may be inactive because of closed borders, war, or if the relay is ruined. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Gundalf Oct 28, 2022 @ 11:22pm. . Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. You can select relay location, and it absolutely matters. 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 find it quite difficult to see the thicker lines on the map and differ them from the thinner hyperlanes of the same color. They must be build in every system going from point A to point B?Description [3. FinellyTrained • 1 yr. Stellaris Real-time strategy Strategy video game Gaming. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Hyper. You have to cheese to win as the AI gets stupid bonuses. 25 hyperlain density, . Hyper Relays would work like the gatebridge in stargate. They should offer a 10-20% trade value buff to every world they're plugged into that connects to your capitol, a 5-10% trade value buff for every other empire's capitol they're connected to (encouraging leaving empires alive) and they should connect via wormholes and gateways as sometimes that's the. g. . Game was never designed for hyper fast travel at early/mid game to begin with. For Stellaris 3. Hello and welcome to my channel, thank you for stopping by. 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. Lord Margrave May 24 @ 2:31pm. Also building relays through gateways and/or wormholes does not count as xonnected 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: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for 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. Instead they can immediately begin charging their hyperdrives for the next jump. 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. . 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. Hyper relays definitely cut on the number of gateways I build. Description. But atm, ships can ONLY chose to use relay movement if it is available to them. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. In 1 collection by RegiZero. it essentially lets you pave roads to move faster along certain routes. (Note: L-Gates are not gateways) That's not a thing, unmodded in 2023. 9. x. I think this is a problem, but at the time I figured what the heck, they’re half way. 10/10 :)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. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays can be built in your own space, or that of your subjects. Game was never designed for hyper fast travel at early/mid game to begin with. 9. 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. Generally the problem is only large enough to warrant a fleet. R5: Purged all organics (again). So I've taken the same approach to Stellaris, trying to find exploits, and there are a lot of explots. 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. 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. Hyper relays are meant as way to move faster throughout the galaxy in the midgame before gateways are getting built. 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 Relay comes much earlier and much cheaper, and later you get the more effective gateways. g. You just right click one system, like. right now influence is only good for building outposts, claiming systems, and diplomatic pacts. This may very well be the yellow coloration. Can't sure my 5 coins are related to hyper relays (as I don't have Overlord) but still in common case you also need to remove flags megastructure and has_megastructure from stellar body that serves as a basement for mega so you can build anything again. Option just doesn't pop up. 3, so can not currently testify for how the mod works further into the game. I only build Hyper Relays like highways where. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. . Gateways and hyper-relays can only be used if both sides are either friendly or neutral, so your enemies won't be able to use them until they control the system, in which case you're in trouble anyways already. Is this a glitch or a marketing scheme? I dunno. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. < > Showing 1-9 of 9 comments . 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. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. The Hyper Relay. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. You don’t know exactly where it is, so your ships don’t know how to get there. 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. 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. 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 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. However I find myself not. 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. How do we use these? How do they func. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. Ships appear at the relay when they warp to the system. 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. Through vassal specializations and edicts it is possible to gain additional benefits from them. And also make strategic entries from hyperlane impossible to do. It makes sense to build both. Hyper lanes can produce unity, with the right tradition/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. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it. Allowing them to skip the travelling across the system part cuts down on travel time quite significantly. 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. You'd need to find a mod to permanently disable them. ago. 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). 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. com] contributors, for cataloging all the effects, scopes, conditions, etc; that were necessary to make this mod. 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 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. 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. Dear Developers: Hyper Relays and Gateways. Hyper Relays: Only available with Overlord DLC. 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. 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 link may be inactive because of closed borders, war, or if the relay is ruined. The pathfinding system of Hyper Relays slows the game massively. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Hyper Relay edicts require the empire's capital system to be. 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 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. 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. When large fleets fly through the. . Discuss this update in the discussions section. At tiers 2 and 3, Prospectoria gain several permanent research options. . They function like hyper relays but without the requirement of the systems bordering eachother. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). They are a daisy chain of relays that only connect to systems that are linked via hyperlane. 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. #2. 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. the tech comes with the 2nd or 3rd lvl hyper drive. 4. You cannot even manually path your fleets/ships to a system if it is linked. My ships are immediately in ideal position and my starbases, loaded with. When large fleets fly through the. 10. I find that every game I play, regardless of what my objective is, I feel COMPELLED, to take over the entire galaxy, Not to bring order, or to see it burn. Tier 2 - This would begin when you unlock the tech for. 10/10 :)Hyper relays definitely cut on the number of gateways I build. Sorta a councile of voices that help guid the main gestalt. 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). 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. While you're adding several automation/QoL changes I think some kind off Hyper Relays building automation would be appreaciated too. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Description. Hyper Relay edicts require the empire's capital system to be. The Hyper Relay. if you have top end hyperdrive, you're past the point they're meant for. Unless they’re the Crisis or a FE. Other modders, whose work allowed and inspired me to learn how to write my own mods for Stellaris. ago. Hyper relays are more of a punishment for buying the DLC they came. ago. Since, unlike gateways, relays don’t shorten the distances, just improve speed, relays should not affect anything trade. In order for Hyper. 420K subscribers in the Stellaris community. My protectorate (under the mouse) is well behind the front lines and let’s enemy ships jump into their gateway. Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. If in the galaxy map, left-click the system you want to build in, and construction work will begin in a random valid location. 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. Stellaris fleets have a tendency to become very large compared to everything else in the game. Hyper Relays can grant additional effects based on edicts and subject specializations. Redirect page. Disables the option for players or AI to research the hyper relay technology. They won't work if you. Option just doesn't pop up. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. Technically speaking, Hyper Relays are considered Stellaris Megastructures. 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. Lord Lurk May 21, 2022 @ 2:37pm. My favourite crisis that I fought was actually an empire that became the. days later the system is lost and the fleet still moves to the Hyper Relay. • 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. A gateway can be use to instantly travel to any other gateway in the galaxy. Multithreaded working out trade value and resources for systems’ map icon displays on the galaxy map. 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. Mods are UI + leader cap. The AI should follow a set of rules for building hyper relays. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. Disables the option for players or AI to research the hyper relay technology. Its the stellaris version of 'roads'. 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 can be built by your Construction Ships outside the gravity well of systems, just like Gateways. August 2, 2023. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. This story is the story of my last game and how the narrative played out perfectly. Best. This article delves into the function and benefits of this powerful technology in the popular space exploration game. There is always time for a spot of tea. Me, duh. 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. Hyper Relays can grant additional effects based on edicts and subject specializations. Ships appear at. Stellaris > General Discussions > Topic Details. 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. Hyper Relay Tech - Please give us galaxy options to disable them. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. I like hyper relays in concept, but the implementation is just really bad in some situations. 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. 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. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. As title. A hyperrelay lets the patrol fleet immediately start the jump to the next system, without the time sailing through it that usually encompasses the monthly tics. But not just for Hyper Relays, I would love to be able to dismantle uninhabited Habitats, Megastructures and Gateways as well. However, Hyper Relays cannot connect through. 4 and Overlord came out. Now you can put gates a few systems back, and connect from them to the front line with relays. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Hyperrelays are made for overall movement, while stargates - quick jumps. Fleets have a piracy suppression score, and that gets applied to a systems piracy value for every day that they are in the system. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. Stellaris Wiki Active Wikis. 4. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. (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. 410K subscribers in the Stellaris community. A relay network is a highway. 25 gateways. If hyper relay exists, use it Or use hyper lanes. - If the system has a gateway, the Hyper Relay should be placed near it. Games. Hyper Relays are not really a security risk. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. Funny, that’s actually nearly what I’m playing right now. it essentially lets you pave roads to move faster along certain routes. Gateways. Stellaris. 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. Smallest galaxy, maximum number of empires, wormholes 0. . It will be a few extra months. 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. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). The Stellaris Wiki [stellaris. ; 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. Game was never designed for hyper fast travel at early/mid game to begin with. Back in ye olden days of Stellaris, with the three FTL types, the. Standing firm against the overlord’s enemies is the Bulwark, the second of the Specialists. Game was never designed for hyper fast travel at early/mid game to begin with. # 20220712 Mod version 0. hdjs_ • 7 mo. However, I totally forgot how Hyper Relays work. ago. 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. That's not too bad on the grand scheme. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 75x tech 1x hab as a Rogue Servitor, year 2330, 80k science/month total. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't.