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. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. 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. 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. 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. 4. 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. However, Hyper Relays cannot connect through. 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 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. 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 Wiki Active Wikis. 10/10 :)Game was never designed for hyper fast travel at early/mid game to begin with. The difference to how wars are fought across large empires aren’t the same. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new 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. 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. 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. Theoretically to give the hyperrelay edicts an effect the hyper relays do not even have to be linked at all. Game was never designed for hyper fast travel at early/mid game to begin with. In order for Hyper Relays to work. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 2] checksum [7836] - Patrolling Fleets don't use Hyper Relays Properly Game Version 3. Just like jumpdrive use gets its own flags. 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 select relay location, and it absolutely matters. You cannot even manually path your fleets/ships to a system if it is linked. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. 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). ago. 10. 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. ago. Yes. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. Gateways don’t collect trade. Subscribe to downloadHyperlane Variety (Blue) Subscribe. 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. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. 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. For Stellaris 3. 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. 9. 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 essentially lets you pave roads to move faster along certain routes. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. While you're adding several automation/QoL changes I think some kind off Hyper Relays building automation would be appreaciated too. IWonByDefault Necrophage • 6 mo. Game was never designed for hyper fast travel at early/mid game to begin with. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. With Gateways being airports. They must be build in every system going from point A to point B?Description [3. 4. 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. Hyper Relay edicts require the empire's capital system to be. The catch is that you can't get the contingency relic until at the very minimum around the year 2305 (endgame start date of 2250 means the crisis events can't start until 2300, plus the time it takes for the time it takes for the contingency events to play out), which is almost certainly way too slow for a speedrun of any kind. You have to cheese to win as the AI gets stupid bonuses. 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. Once you’ve seen a working Hyper Relay in another empire’s hands, the technology will appear much more frequently, causing it to spread in a positive way across the galaxy. 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. There is always time for a spot of tea. 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. . 97 comments. 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 5 different systems in seconds, even at. Game was never designed for hyper fast travel at early/mid game to begin with. 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. g. Why is that a problem? Well, most empires, that are at. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. CacoSteven. Hyper Relays can be built in your own space, or that of your subjects. You just right click one system, like. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. 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. 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. 99/GBP 15. 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 usually compare it to Roads vs Railroads in some versions of Civ. Game was never designed for hyper fast travel at early/mid game to begin with. 4. com] contributors, for cataloging all the effects, scopes, conditions, etc; that were necessary to make this mod. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. Option just doesn't pop up. This will automate some of the more tedious and clicky actions while playing 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. 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. Mainly it should attempt to connect:The Hyper Relays causing a weird calculation doesn't totally explain why the route from Sirius to Sol would go through the Warp Gate, as no part of that was on a Hyper Relay route to begin with, and it would arrive at a Network node equally quickly whether it went to the subject's Warp Gate or to the neighboring system, which also. x. However I find myself not. There's also the edicts that spread thru hyper. 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. - Hyper Relay. Learn about the exciting new feature in Stellaris: the hyper relay. 25 hyperlain density, . 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 be built from the galaxy view, which places them semi-randomly within. ago. For the most part, you just have to have something suitable that you can build the structure around and by the time you get around to building Mega Structures many times I have built habitats in the system, and they take up spots where you could build a Mega Structure, but of course once the Habitat is there you can no longer build a Mega. The Hyper Relay. Gameplay, because you need to have them know where they are going. Also adds some new origins, progenitor is a really unique and strong one for hivemind. If You build gate in a different place than a relay, then You. In general it's hard to distinguish hyper relays from hyper-lane connections. But after playing in Vanilla, after I researched and started building Hyper Relays, game started to really slow down. I love the concept of hyper relays, but it becomes extremely annoying in certain cases when using a hyper relay is not desirable. The new Hyper Relay Megastructure is the equivalent of a galactic highway in Stellaris, allowing players to accelerate travel across their Empire. The L-Gates don’t work like normal gateways for whatever reason and enemy fleets can use them regardless of who owns Terminal Egress. Multithreaded working out trade value and resources for systems’ map icon displays on the galaxy map. 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. And gateways can be built in disconnected systems. 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 relay. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. 0. 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: Suggestions. Stellaris fleets have a tendency to become very large compared to everything else in the 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. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. This is a good idea for systems that contain wormholes. - Otherwise, a Hyper Relay should probably be placed next to a hyperlane exit, especially if the system is near to another empire that might oneday become an enemy and so lose its Hyper Relay linkage. Also building relays through gateways and/or wormholes does not count as xonnected relays. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. On the building list menu, select Hyper Relay. It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. This is good to know, first time on pc version and I decided to skip the tutorial. And gateways can be built in disconnected systems. . Multi-stage megastructures maybe don't get removed as a feature of the star system, but instead only get logically removed -- i. Game was never designed for hyper fast travel at early/mid game to begin with. < > Showing 1-9 of 9 comments . I always run with mods to make hyperlanes less obtrusive on the galaxy map. Your ships can use these gateways, to travel to any other gate in the galaxy. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Tier 2 - This would begin when you unlock the tech for. The building process requires a civilian construction ship. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. . Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. 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. I think I'm starting to understand Stellaris. 4. spudwalt • 10 mo. Technically speaking, Hyper Relays are considered Stellaris Megastructures. Discuss this update in the discussions section. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. So no Gateways , L-gates or wormhole travel will connect to a relay network or 'skipping' systems. 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. g. There is no vulnerability by using gateways. August 2, 2023. 4. 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. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. (Note: L-Gates are not gateways) That's not a thing, unmodded in 2023. 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. Game was never designed for hyper fast travel at early/mid game to begin with. hdjs_ • 7 mo. 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 game Stellaris by…Hyper Relays are currently the worst thing in the game. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Once researched, this action will become something entirely new: Flash Forging Hyper Relays. 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. Ruled by a monarchy. Hyper Relays. Relays just jump you system-to-system. No, what I mean is: you need hyper relays in all systems you need to get through often, so you need a lane from your home system to every border system (so a system that has a hyperlane connecting to a forgin empire) and a lane from every colony to every other colonie, usually you just need a lane to one of the. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. I do place fewer Gateways than I used to, though, relative to before 3. 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. Being able to remove these during peacetime would be quite useful. Its the stellaris version of 'roads'. 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. After using them in the DLC they essentially give a ship the ability to warp from 1 relay in the network to another relay. 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. You use both. 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. • 2 yr. 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. Description. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. - Allow to upgrade any hyper relay into gateway through Galaxy view. . This used to be mainly gateways, but with the addition of hyper relays it's become more apparent. They must be build in every system going from point A to point B?The crisis wiki page said it could happen, but that'd only be if you don't immediate kill them (or in the case of earlier versions, if they didn't kill themselves). 2. 9. Game was never designed for hyper fast travel at early/mid game to begin with. Just select a Construction Ship and right-click. (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 5 different systems in seconds, even at. #2. ago. Lord Lurk May 21, 2022 @ 2:37pm. 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. . The third tier 1 perk, Prospectorium Supply, is tied to the Hyper Relay Network, so we’ll get back to that one in a future dev diary when we talk about that. In general it's hard to distinguish hyper relays from hyper-lane connections. For an Empire cutting it close budget-wise, taking over AI systems after Hyper Relays are discovered and built can destroy your economy. Game was never designed for hyper fast travel at early/mid game to begin with. If hyper relay exists, use it Or use hyper lanes. We have learned the release date of Stellaris: Overlord. 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. Feudalistic and agrarian. 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. Game was never designed for hyper fast travel at early/mid game to begin with. For Hyper Relays this probably doesn't take long at all, and Gateways and L-Gates only take a little bit longer. You cannot even manually path your fleets/ships to a system if it is linked. Stellaris. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. They can open or close their borders to you, but your borders are always open to them because they don't care whether you give them permission. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). Mainly it should attempt to connect:The Hyper Relays causing a weird calculation doesn't totally explain why the route from Sirius to Sol would go through the Warp Gate, as no part of that was on a Hyper Relay route to begin with, and it would arrive at a Network node equally quickly whether it went to the subject's Warp Gate or to the neighboring system, which also. I do it, so I can build Hyper Relays & Gateways in every system, and make galactic travel a BREEZE! it's so nice! being able to go anywhere and everywhere, especially while the crisis is. There is no vulnerability by using gateways. 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. #2. That is to say the way I’ve been playing so far, I want it to be harder for them. Gameplay wise I think of them as kind of like a high speed railway for your ships (except your ships are kind of leapfrogging along them. It doesn't help that sometimes the relays turn bright orange/red sometimes too. . 34 votes, 14 comments. Two that come to mind are turning a migration policy on. Donation Points system. A better use for Influence. Instead they can immediately begin charging their hyperdrives for the next jump. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Do notice that this isn't the same rule as L-gates and wormholes, which can be used to go to enemy territory. The test started when I noticed that, despite being only three non-relayed hyper jumps away, the construction ships opted to use a route that included 7 relay jumps and two gateway jumps (I built the gate ways right next to the relay to reduce movement even more, seems to be almost instant) to get there instead of the three jumps. - Disabled the Hyper Relay "bypass" feature. It will be a few extra months. 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. Stellaris Gateway Network Tutorial. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Dismantling Hyper-Relays. They have to be in systems adjacent to each other, an uninterrupted chain of relays will make the hyperlane a bolder line and that's when you know they're connected. With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. Just select a Construction Ship and right-click. Game was never designed for hyper fast travel at early/mid game to begin with. The pathfinding system of Hyper Relays slows the game massively. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Hyper Relay connected systems are shown on the galaxy map and Construction Ships can build them directly from the galaxy map. Why is that a problem? Well, most empires, that are at the point, where broad Hyper Relay construction. Smallest galaxy, maximum number of empires, wormholes 0. Game was never designed for hyper fast travel at early/mid game to begin with. . Ruled by a monarchy. Hyper. 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. Space travel wise , they can 'speed up travel' because now you don't have to travel though a. 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. 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. Ships appear at. 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. ago. After the construction is finished, ships in Stellaris can use the relay to jump to any adjacent systems without having to travel to the relevant hyperlane entrance. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. 9. 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. days later the system is lost and the fleet still moves to the Hyper Relay. ago. Hyper Relay edicts require the empire's capital. 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. Stellaris already has an issue with cat-and-mouse fleet chases. 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. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. 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. 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. Best. Hyper Relays can be built from the galaxy view, which places them semi-randomly within the system. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. #2. . Game was never designed for hyper fast travel at early/mid game to begin with. Existing_Risk8968 • 10 mo. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. When large fleets fly through the hyper relay it looks better to me than the gateway. (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. Option just doesn't pop up. 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. This will remove the hyper relayfor good. 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. 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. 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 L-cluster isnt even in the same galaxy. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. ago. Game was never designed for hyper fast travel at early/mid game to begin with. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it). They are constructed directly in a single stage, taking one year and costing 25. Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. This page was last edited on 23 May 2022, at 20:30. 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. I know its going to be revealed this. I kinda wish we had a hyper relay mapmode. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. However, now with hyper relay networks, I found it difficult to tell where my relays were set up. Standing firm against the overlord’s enemies is the Bulwark, the second of the Specialists. Unless you are trying to connect to a capital three systems away, the hyper relay will be more expensive influence wise. 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. Their big advantage over natural hyperlanes is that the relay can connect to any other relay in range, eliminating the need for fleets or ships to travel across the system in normal space to reach the next hyperlane. But atm, ships can ONLY chose to use relay movement if it is available to 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. That's not too bad on the grand scheme. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19. r/Stellaris. If you park your ships next to a hyperlane on the opposite side of the system to the hyper relay, they will lug themselves back over the system to get to the hyper relay. 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. if you have top end hyperdrive, you're past the point they're meant for. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. 49/EUR 19. Game was never designed for hyper fast travel at early/mid game to begin with. Me, duh. Best. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. They won't work if you. 6 for current Stellaris version 3. Hyperrelays are made for overall movement, while stargates - quick jumps. And also make strategic entries from hyperlane impossible to do. 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 don't actually skip over any systems while using them -- you just skip the travel time from flying across systems to the next 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 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. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. 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. In 1 collection by RegiZero. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. 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. ; 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. At the start of the game, you can choose to disable specific types of megastructures. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. It can take 20-30ish days to cross a system from one end to another, so any days saved when moving fleets can make a difference in war or quick deployment. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. (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.