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. 6 for current Stellaris version 3. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris Wiki Active Wikis. Hyper. This mod disables the Hyper Relay technology for players and AI and disables their construction, and disables traversal through existing Hyper Relays. Jump to navigation Jump to search. 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. 32 items. 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. 10/10 :)Game was never designed for hyper fast travel at early/mid game to begin with. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. . 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'. if you have top end hyperdrive, you're past the point they're. . 25 hyperlain density, . It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. 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. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. Speed 5 become new Speed 3 (in 2290s). In general it's hard to distinguish hyper relays from hyper-lane connections. Hyper. 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. Having relays everywhere allows you to react fast no matter what. 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. Having your. . - If the system has a wormhole, the Hyper Relay should be placed near it. 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. 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. 99!. days later the system is lost and the fleet still moves to the Hyper Relay. #2. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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. Can someone explain. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Subscribe. Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e. ago. Its just that the "FTL = Yes/No" switch needs to be split (at the code level) in to "Can_pathfind_Hyperlanes = Yes/No" and "Can_pathfind_bypasses = Yes/No" Bypass use and hyperlane use should be separate flags. The pathfinding system of Hyper Relays slows the game massively. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris > General Discussions > Topic Details. intel updating non-negligibly). When large fleets fly through the. Mods are UI + leader cap. 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. Stellaris already has an issue with cat-and-mouse fleet chases. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. It's mostly about planning for what could be (and well, edicts). 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. Like gateways, there is a one per. Note for. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. A place to share content, ask questions and/or talk about the 4X grand strategy…My preferred galaxy settings are 1000 stars, 1 guaranteed habitable planet, 1x habitable worlds, ai empires set to 10-20, 5 fallen empires, 1-3 marauders, max primitive, . Hyper. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. In particular, hyperlanes changing hands during wars tends to cause fleets flip-flop between routes and take longer-than-necessary paths, and also gets fleets separated in transit. 5. 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. I know the real reason is because Gestalts are DLC features and DLCs requiring DLCs are avoided by the devs or its straighr up not allowed to make content for it. 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. 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. Redirect page. Also adds some new origins, progenitor is a really unique and strong one for hivemind. 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 played a lot of Civ 5 on deity, and that game is you vs the cheating computer. If you have very few planets, for instance something like 5 planets, then this is not an option. 10. But now with the introduction of hyper relays, orbital rings, (and habitats which have been in the game for years) you can now play around with smaller megastructures earlier in the game. Thread starter Archael90; Start date May 24, 2022; Jump to latest Follow Reply Menu We have updated our. 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. Hyper lane routes are immune to piracy, the reasoning is their rapid transit ability negates the ability of pirates to interdict trade Yes (it's hyper relays though) Bases within the umbrella of a trade hub are ignored as a trade source route; the idea is the trade hubs gather it up as if there were no base instead of the base intervening. they don't count as megastructures or count towards megastructure limits -- and instead they become. 49/EUR 19. 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 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. I can't find a way to "insist" my fleets go through the lane instead of the relay. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. A relay network is a highway. There is no vulnerability by using 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. 4. There is no pathfinding, only an if/or statement. ago. This are the latest hyper relay changes since you last looked the last time in the star map at them. (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. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. They must be build in every system going from point A to point B?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. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. Stellaris already has an issue with cat-and-mouse fleet chases. You miss a single enemy ship and it runs amok in your territory until you catch it. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. 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. 34 votes, 14 comments. ago. For those like me who get annoyed at how THICK the Hyperlanes between Hyper Relays are. Recommended Mods: Star Wars Weapons and Ship Components (by Superior General Delvardus). Or if you have the range advantage, you're rather the relay be on the other side of the system. . 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. 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. . 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). Anyone can use a hyper relay as long as both the to and from systems are not hostile to them. paradoxwikis. Feudalistic and agrarian. This is the Izki Sacred Covenant. r/Stellaris. Hyper Relays can be built by your Construction Ships outside the gravity well of systems, just like Gateways. They function like hyper relays but without the requirement of the systems bordering eachother. 2; 1. In this case, you will need to use other approaches. There is no pathfinding, only an if/or statement. Hyper Relay links can become inactive for several reasons, including the. It's faster to hop from one hyper relay to another than to fly across the whole system. I have all kinds of vassals but the one that is giving me the most problems is a protectorate that has borders open to the enemy. trelltron • 5 yr. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Description. You miss a single enemy ship and it runs amok in your territory until you catch it. 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. (Among others) Orbital rings are pretty powerful economic boosts to planets. if you have top end hyperdrive, you're past the point they're meant for. . #2. 15 comments. They are constructed directly in a single stage, taking one year and costing 25 influence,. 9. Hyper Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. 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. Imperial fiefdom is a unique one too that can be very powerful. #2. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Gundalf Oct 28, 2022 @ 11:22pm. 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. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Since, unlike gateways, relays don’t shorten the distances, just improve speed, relays should not affect anything trade. Technically hyper relays are tier 2 technology as are orbital rings. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 25 wormhole and . Description. You cannot even manually path your fleets/ships to a system if it is linked. You'd need to find a mod to permanently disable them. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. [deleted] • 5 yr. Subscribe. Description. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. These megastructures are currently togglable: Hyper Relays. 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. 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. For convenience, Relays can also be built directly from the Galaxy Map. Lord Margrave May 24 @ 2:31pm. They must be build in every system going from point A to point B?Description [3. 6. August 2, 2023. Disabling a megastructure type will result in the technology being inaccessible and all existing megastrucutres of that type being destroyed. 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. 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. 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 use both. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it). Just like jumpdrive use gets its own flags. 25 gateways. Additionally you have edicts that will allow better resource generation and the like based on your networks. I like hyper relays in concept, but the implementation is just really bad in some situations. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. We have learned the release date of Stellaris: Overlord. Hyper Relay Tech - Please give us galaxy options to disable them. gate networks. CacoSteven. . - Made existing Hyper Relay tech and megastructures no longer fully deleted when loading a save. 2. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. Save game compatible. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. IWonByDefault Necrophage • 6 mo. Hyper Relay edicts require the empire's capital system to be. I always run with mods to make hyperlanes less obtrusive on the galaxy map. Stellaris Real-time strategy Strategy video game Gaming. Hyper Relay edicts require the empire's capital system to be part of the network, while the benefits granted by subject. - Add Galaxy view settings showing every hyper relay. This story is the story of my last game and how the narrative played out perfectly. Fallen and Awakened Empires don't follow the usual rules for borders, in that they ignore 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. - Hyper Relay. . 4 and Overlord came out. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. How do we use these? How do they func. Hyper lanes can produce unity, with the right tradition/tech. 0. Using the Civilization games as a comparison, Relays act as roads in those games, making it faster to go from sequential system to system. They function like hyper relays but without the requirement of the systems bordering eachother. Mid game infrastructure like this and the rings was missing. 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. It doesn't help that sometimes the relays turn bright orange/red sometimes too. 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. Owning just the one won't let you piggy-back into an enemy's network. a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole. . Game was never designed for hyper fast travel at early/mid game to begin with. - If the system has a gateway, the Hyper Relay should be placed near it. 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 will be a few extra months. There is a bug, sometimes referred to as "sudden pacifism", where a players fleet will not engage in battle, but the enemy's will. ago. The other, more insidious use is scorched earth tactics, both offensive. Just select a Construction Ship and right-click. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. These allow ships to jump to any adjacent system that also contains a hyper relay. 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 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. Stellaris. I don't have any games correctly started with STellaris v3. My ships are immediately in ideal position and my starbases, loaded with. 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. Update: Aug 25, 2022 @ 1:05am. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Hyper Relays work kind of like a gateway with a range of one system. 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. Why is that a problem? Well, most empires, that are at. g. I thought it would be something that launched fleets wherever you want in the galaxy but thats what the catapult does. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. The problem is that the tech tree is kind of bloated at the moment. ago. 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. 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. 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. Lot of people just dont like relays for some reason (but mostly bugs and/or weird mechanics). Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Game was never designed for hyper fast travel at early/mid game to begin with. A beautiful dawn over a silenced galaxy. 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. I would rather suggest some variant on gateways that is mobile, but limited in number and slow to re-position. 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. if you have top end hyperdrive, you're past the point they're meant for. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it. Albionest. At tiers 2 and 3, Prospectoria gain several permanent research options. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. . Game was never designed for hyper fast travel at early/mid game to begin with. Being able to remove these during peacetime would be quite useful. 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. But could be a nice suprise if it was inside a nebula. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. 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. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new hyper relay technology. The L-cluster isnt even in the same galaxy. #1. Enemies can't use hyper relays under your. ago. There is always time for a spot of tea. Stellaris Gateway Network Tutorial. 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. 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. Is this a glitch or a marketing scheme? I dunno. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. So let's talk Hyper Relays. ago. 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. 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. The thick blue lines are systems that are connected by Hyper Relays. Any system you own is a worthy candidate for Hyper Relay construction. You'd need to find a mod to permanently disable them. Thread starter Kingman; Start date Jun 12, 2023;. 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. 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. . ninjad912 Illuminated Autocracy. Gateways just jump you from 1 to the other, regardless of distance. . This is fun and should not be penalized with a lack of network edicts. Because of this, they can use your gateways - when they are not at war with you. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. Unless they’re the Crisis or a FE. Hyper relays definitely could use some improvements. depends on the situation of course. Game was never designed for hyper fast travel at early/mid game to begin with. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. Game was never designed for hyper fast travel at early/mid game to begin with. 3, so can not currently testify for how the mod works further into the game. 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. You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. Game was never designed for hyper fast travel at early/mid game to begin with. There's also the edicts that spread thru hyper. 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. Smallest galaxy, maximum number of empires, wormholes 0. Game was never designed for hyper fast travel at early/mid game to begin with. it essentially lets you pave roads to move faster along certain routes. 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. August 2, 2023. 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. Disables the option for players or AI to research the hyper relay technology. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Subscribe to downloadStar Wars Sith Empire Ships 3. 4. I like hyper relays in concept, but the implementation is just really bad in some situations. - Allow to upgrade any hyper relay into gateway through Galaxy view. 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. 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. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. Normally if you wait some days they become green Click to expand. As title. 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 don’t know exactly where it is, so your ships don’t know how to get there. Toggle signature. 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. Besides that, hyper relays are pretty useful. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. - Disabled the Hyper Relay "bypass" feature. Updated with save file. Yes. Hyper Relay edicts require the empire's capital system to be. 75 (in small galaxies with 4 wormholes i have noticed weird. 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. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. 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. 6 for current Stellaris version 3. • 2 yr. Me, duh. The only thing they're good for is bugging out the enemies point defense because they won't shoot at torpedoes (remember, torps are there earlier!) before they've taken down all strike craft. 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. Game was never designed for hyper fast travel at early/mid game to begin with.