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. what we need is to use influence to make our. 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. A better use for Influence. The building process requires a civilian construction ship. 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. 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. 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. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. Especially because the further you zoom in the thinner and more similar the hyper relay line becomes to the hyperlane line. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. 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. Jump to navigation Jump to search. And with neutral hyper relays being usable by them this time they wont even need years to reach and attack an overlords back. ago. Game was never designed for hyper fast travel at early/mid game to begin with. if you have top end hyperdrive, you're past the point they're meant for. - 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. ninjad912 Illuminated Autocracy. 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 are an earlier game phase tech, and you can spam them from galaxy view. Description. 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. So no Gateways , L-gates or wormhole travel will connect to a relay network or 'skipping' systems. This mod is not opted-in to receive Donation Points. I think this is a problem, but at the time I figured what the heck, they’re half way. A relay network is a highway. From Stellaris Wiki. 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. Originally posted by Kapika96: No, every system. A link may be inactive because of closed borders, war, or if the relay is ruined. 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. You have to cheese to win as the AI gets stupid bonuses. 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. There is a bug, sometimes referred to as "sudden pacifism", where a players fleet will not engage in battle, but the enemy's will. 4. 4. 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. Cute little egalitarian butterflies. Stellaris fleets have a tendency to become very large compared to everything else in the game. IWonByDefault Necrophage • 6 mo. 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. But thinking about it, you can just choose it as the first ascension perk, and then create a scholarium vassal, which would give more or less the dame science bonus than the normally first chosen perk. I built 2 of them, one on my home sector and another about 30-40 sectors away and went to send a construction ship through it to test it and it doesn't have a 'destination'. 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. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. But AI likes. Option just doesn't pop up. Back in ye olden days of Stellaris, with the three FTL types, the. • 2 yr. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Valmarki May 13, 2022 Jump to latest Follow Reply Description AI does not allow for. Best. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. 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 a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. Hyper Relays can grant additional effects based on edicts and subject specializations. If you have very few planets, for instance something like 5 planets, then this is not an option. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. Stellaris Gateway Network Tutorial. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. You can select relay location, and it absolutely matters. Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Now you can put gates a few systems back, and connect from them to the front line with relays. Feudalistic and agrarian. And also make strategic entries from hyperlane impossible to do. Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19. A game blessed by the Shroud, or how destroying the galaxy felt good. 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. Game was never designed for hyper fast travel at early/mid game to begin with. #2. From there, you can enter one of the other L-Gates to another. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. 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. 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. Is this a glitch or a marketing scheme? I dunno. Any system you own is a worthy candidate for Hyper Relay construction. The thick red ones are also Hyper Relays, but you just don't have border access to them. # 20220712 Mod version 0. Its the stellaris version of 'roads'. Fallen and Awakened Empires don't follow the usual rules for borders, in that they ignore them. 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. 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. You'd need to find a mod to permanently 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. 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. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Or if you have the range advantage, you're rather the relay be on the other side of the system. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays can be built by your Construction Ships outside the gravity well of systems, just like Gateways. 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. I usually play Stellaris a bit every few releases, get acquainted with the changes, try something new, hunt achievements. Lord Margrave May 24 @ 2:31pm. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. (so 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. Stellaris - How. ago. 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. 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. 2; 1. They work similarly to regular Hyperlanes – just much, much faster. 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. They allow your ships to hyperspace from one system to another. 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. g. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. - now towards the cost of building a hyper relay. I think I'm starting to understand Stellaris. 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. 5. Depends, even for wide or very wide empires hyper relays are still useful but gateways will always be superior once you get them. Hyper Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. They are different. 9. Stellaris Real-time strategy Strategy video game Gaming. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. 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. 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. Hyper Relays can grant additional effects based on edicts and subject specializations. ago. Gundalf Oct 28, 2022 @ 11:22pm. ago. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 4. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. CacoSteven. Stellaris Real-time strategy Strategy video game Gaming. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. My ships are immediately in ideal position and my starbases, loaded with. But on the downside was that the entire galaxy had Hyper Relays. 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 doesn't help that sometimes the relays turn bright orange/red sometimes too. 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. I like hyper relays in concept, but the implementation is just really bad in some situations. 25 gateways. 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. I haev several available edicts that only interact with hyper relays. All vassals are under the most strict policies. 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. 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. So with the reveal of the catapult what i thought the hyper relay will do is proven false. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. By using mass gates you are vulnerable to attacks. 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. 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. Back in ye olden days of Stellaris, with the three FTL types, the. 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). 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. 75 (in small galaxies with 4 wormholes i have noticed weird. 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. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Improved performance of checking whether a country can use a certain hyper relay or gateway. * 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. Having your. e. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. However, Hyper Relays cannot connect through. 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. Gundalf Oct 28, 2022 @ 11:22pm. 0. 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. 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. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. 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. Game was never designed for hyper fast travel at early/mid game to begin with. From Stellaris Wiki. Vuk Radulovic. It's faster to hop from one hyper relay to another than to fly across the whole system. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. Its the stellaris version of 'roads'. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. 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. Additionally you have edicts that will allow better resource generation and the like based on your networks. For convenience, Relays can also be built directly from the Galaxy Map. ago. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Ruled by a monarchy. 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: Only available with Overlord DLC. When large fleets fly through the. You can select relay location, and it absolutely matters. Hyper Relays can grant additional effects based on edicts and subject specializations. Hyper Relays should do more. 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. No, hyper relay is indicated by a thick blue line. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Yeah I already thought about that. 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. To quickly jump across to the system they were positioned directly next to. 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). 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. Each hyper relay costs 25 influence, 500 alloys, and 100 rare crystals. 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. . 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 this same feature makes the Endgame crisis faster in reaching your capital. 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. 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. Letting you learn the enemy layout just in advance of conquering, that is. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 3 comments. Lord Lurk May 21, 2022 @ 2:37pm. No, it doesnt. Hyper Relays. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. You cannot even manually path your fleets/ships to a system if it is linked. Hyper Relays can grant additional effects based on edicts and subject specializations. . 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. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. HrabiaVulpes Divided Attention •. And the way both are weighted, perhaps even with prerequisites that aren't explicitly mentioned anywhere, it's difficult for anyone to know how to draw them consistently. 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. This is a good idea for systems that contain wormholes. x. 415K subscribers in the Stellaris community. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. I like hyper relays in concept, but the implementation is just really bad in some situations. . Lot of people just dont like relays for some reason (but mostly bugs and/or weird mechanics). It's mostly about planning for what could be (and well, edicts). You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. 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 Tech - Please give us galaxy options to disable them. Standing firm against the overlord’s enemies is the Bulwark, the second of the Specialists. So long story short, common-case script is: - save into new file; I like hyper relays in concept, but the implementation is just really bad in some situations. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Why is that a problem? Well, most empires, that are at. 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, I totally forgot how Hyper Relays work. Exactly the same way how road building in Civ 5 worked. But atm, ships can ONLY chose to use relay movement if it is available to them. No More Stellaris Mods 3. Technically speaking, Hyper Relays are considered Stellaris Megastructures. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Description. 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. There's also the edicts that spread thru hyper. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. please, PDX, i beg you: make the hyper relays dismantable! This is just an annoying feature. Learn about the exciting new feature in Stellaris: the hyper relay. Space travel wise , they can 'speed up travel' because now you don't have to travel though a. Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris!. Dear Developers: Hyper Relays and 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. The Stellaris Wiki [stellaris. Stellaris Real-time strategy Strategy video game Gaming. They are different. Just like jumpdrive use gets its own flags. They are constructed directly in a single stage, taking one year and costing 25. Tier 1-The Hyper Relays should be an earlier Gateway Tech, acting with a limited range like the old Wormhole Stations, however Tier 1 Relays will only be able to connect to other Relays, not the Gateways or L-Gates, and obviously they can only connect if you are within their limited range. My favourite crisis that I fought was actually an empire that became the. . 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. Normally if you wait some days they become green Click to expand. 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. If a system also has a gateway or black hole, place the Hyper Relay next to it, or your fleet will need to travel through the system to get to the bypass. I have done my best to ensure that every contributor has been credited so if there is any. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. #2. 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. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. 3, so can not currently testify for how the mod works further into the game. if you have top end hyperdrive, you're past the point they're meant for. 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, 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. 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. 5. This causes a situation where trying to reinforce a contested system from an adjacent system makes the fleets go back and. Stellaris already has an issue with cat-and-mouse fleet chases. Because of this, they can use your gateways - when they are not at war with you. I would rather suggest some variant on gateways that is mobile, but limited in number and slow to re-position. 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. Donation Points system. Sorta a councile of voices that help guid the main gestalt. 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. It doesn't help that sometimes the relays turn bright orange/red sometimes too. Technically hyper relays are tier 2 technology as are orbital rings. Just like jumpdrive use gets its. Swarm has the largest fleet, they also produce (sort of) new ships from infested planets just like other empires, meaning that their numbers would grow exponentially if they expand. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. After using them in the DLC they essentially give a ship the ability to warp from 1 relay in the network to another relay. 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. 10. 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. 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 will remove the hyper relayfor good. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. - If the system has a gateway, the Hyper Relay should be placed near it. Imperial fiefdom is a unique one too that can be very powerful. I find it quite difficult to see the thicker lines on the map and differ them from the thinner hyperlanes of the same color. Steps to reproduce the issue. Just guessing, if they were allowed to take the dyson sphere, it was probably out the core sector. Best. Game was never designed for hyper fast travel at early/mid game to begin with. Go to Stellaris r/Stellaris. . Hyper Relays are not really a security risk. . They function like hyper relays but without the requirement of the systems bordering eachother. If enemies are attacking from the east, and your rely is on the east, you can jump straight on them. Currently at war with the other half of the galaxy. Stellaris Gateway Network Tutorial. Compatible with version v3. Hyper Relay edicts require the empire's capital system to be. This means they will prioritize a gateway over hyper relays if the gateway will get them there faster, same for L-Gates and wormholes. However, now with hyper relay networks, I found it difficult to tell where my relays were set up. That is to say the way I’ve been playing so far, I want it to be harder for them. The Hyper Relay allows fast travel across your empire, the Quantum Catapult can send your fleets on a one-way trip to a portion of the galaxy, and Orbital Rings will allow you to have extra starbase. 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. They must be build in every system going from point A to point B?Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Games. They have different roles. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 420K subscribers in the Stellaris community. 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 incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. It will be a few extra months. Hyper relays are meant as way to move faster throughout the galaxy in the midgame before gateways are getting built. Note: in an UNOWNED system that has a Hyper Relay, anyone can use it.