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How do Hyper Relays work exactly?
Took a lengthy hiatus from Stellaris and came back for Overlords DLC which am digging aside from the bugs. However, I totally forgot how Hyper Relays work.

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'.

Can you not spread them out like that so you can quickly move fleets around your galaxy? Or do they need to be adjacent to each other? if it's adjacent (afraid it is..) whats point if you have top tier hyperdrives that allow jumps to be very quick?

I was under impression relays would allow me to send fleets around large amounts of space quickly but its been a spell since I've played and even then I never bothered trying this out.

I just got unlucky and my empire is very thin but super long, shaped like a runway and as long as one lol Takes forever to get around and thought I found a fix but they aren't working so here I am.

Thanks in advance for your help. Have a great rest of your weekend!
Écrit par =(FGR)=Sentinel:
I think it also needs to be said that, from what I've seen, hyper relays seem to reduce FTL travel time to near-zero on top of eliminating the in-system legs of the trip. Hilariously enough this means is the only aspect of travel time that matters in an empire with an extensive hyper relay network is FTL charge time. I'm not sure yet if gateways or hyper relays are better, but relays can let you cross a large portion of the galaxy in months or weeks instead of years.

The thing to remember is, overall, a relay network will be more expensive per jump than a gateway network, but it's also far more resistant to disruption and, therefore, more versatile than a gateway network. To get a similar effect with gateways, you'd need the number of jumps between them to be too low to be cost effective in comparison. The best idea I have so far for them is to combine hyper relays and gateways into an integrated network where gateways are placed at major hubs (points where multiple relay routes meet or sector capitals) in the relay network to cut down on travel time, but allow quick travel in the event a major point is captured. Think of gateways as your airports, the relay network as your superhighway, and unboosted hyperlanes as roads.
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esotericist a écrit :
dodge a écrit :
do they deny access to enemy fleets?

my understanding is they're only accessible to system owner and allies
I believe they allow neutral empires too, but not hostile ones.
thanks can hyper relays be captured like when a system that has one is taken?
dodge a écrit :
thanks can hyper relays be captured like when a system that has one is taken?

They can! Once you own that system that relay's yours. You'll need to own at least 2 for it to function. Owning just the one won't let you piggy-back into an enemy's network.

Hyperlanes you can access will be the bright blue lines, hyperlanes you can't access will be bright yellow.

Even if a system has its station destroyed and the system becomes Unclaimed, the hyperlanes will still work
I just did a test using the hyper relay and here's what I'm seeing. I started up a small map, gave myself all tech, had a single track stretch of 5 systems. Built a set of four ships using a hyper drive that gave 95% hyper jump charge time and a sublight engine giving 150% boost.

Without the hyper relays, starting in orbit of a planet at one of the line, going another planet at the other end, the ships left on 7 May and arrived 18 August.

Sent the ships back to the same starting point, build HRs along the whole track and ran again, same start and end point. With the HRs, they left on 8 May and arrived on 25 July.

That was about 3 week shorter travel time across 5 systems. Across a larger network, it might be worth it to use HRs
They're more efficient the worse your sublight speed is. Compare a corvette and a battleship on both scenarios.
The greatest way to prove that a mix of Hyper Relays and Gateways a great way to go is that I had two construction ships going to the same place, as a test. 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. So I sent one off the auto path, and sent the other manually through the three jumps. The construction ship with the auto path made it there nearly a month ahead of the manual one.

The pathing your ships will take may seem way WAY off when you do this, but trust the pathing system. It knows what it's doing.
Dernière modification de kirara209; 9 juin 2022 à 11h58
Teleporting from one to another over vast distances is Gateways. Hyper Relays are built in connected systems and cut out the in-system travel time, vastly reducing total travel time.

So if I'm reading this right, you really need to build one relay in every system?
If your goal is minimizing the time it takes to get to ANY system from ANYWHERE then yes. But is there really a point if building up a chain of relays to a back-end?

But if you wanted to do that then you'd build a GATEWAY in every system. That would be the absolute minimum it'd take to get anywhere from anywhere.
Dernière modification de Elitewrecker PT; 9 juin 2022 à 12h29
I think Gateways are probably the best in terms of moving from one side of a large empire to another but the issue is you need to find a Gateway to learn how to make more. In my case, there was 0 Gateways in my system or even neighboring friends systems. Just bad RNG.

So I relied on Hyper Relays and basically by late game had one in every system I owned. Problem is Piracy (unless its been updates) was basically impossible to manage. Fleets spend so little time in a system thanks to Relays that Piracy Suppression became near non-existent.

You have to basically build a Starbase (which immediately suppresses piracy in that system) or park fleets. I mean maxed out Citadels with all Hangar Bays and Max DP were only suppressing Piracy 1 system out..

It's nuts how bad piracy gets late game using Relays.

My only advice is DO NOT build relays on your most lucrative trade routes.

You'll lose a ton of Piracy Suppression because your patrols aren't spending any time in those systems, even though they are returning faster. Truly, relays should minimize piracy because in theory relays would need proper credentials to be used so that would decrease common pirates AND trade goods would be sitting around a heck of a lot less.

So that's my 2C. Gateways are best, but you need 1 to build more. Hyper Relays are awesome, even in late game but screw up your trade routes badly.
I've mentioned this several times but: over a long period of time, suppression should be the same with or without relays. Yes, fleets spend less time in the system per visit, but they visit the system more frequently.
Elitewrecker PT a écrit :
I've mentioned this several times but: over a long period of time, suppression should be the same with or without relays. Yes, fleets spend less time in the system per visit, but they visit the system more frequently.
They do spend a higher percentage of time jumping between systems compared to being in systems though.

Haven't tested it, but intuitively it seem to me that this would make them less efficient.
But that time is present in both situations.
So unless charging-up time prevents piracy suppression and only travel time within the system does suppress - then if we compare the time of one full length patrol without relays, to the total amount of repeated patrols done over the same time with relays: my hypothesis is that the result should be equal.
Dernière modification de Elitewrecker PT; 9 juin 2022 à 13h24
Elitewrecker PT a écrit :
I've mentioned this several times but: over a long period of time, suppression should be the same with or without relays. Yes, fleets spend less time in the system per visit, but they visit the system more frequently.
I've tested it though. You're better off without.
Elitewrecker PT a écrit :
But that time is present in both situations.
So unless charging-up time prevents piracy suppression and only travel time within the system does suppress - then if we compare the time of one full length patrol without relays, to the total amount of repeated patrols done over the same time with relays: my hypothesis is that the result should be equal.
Not talking about charge-up time, I'm talking about traveling on hyperlanes, between systems. If you jump more often, the relative time spent on hyperlanes is higher.
But don't relays skip the hyperlane travel?
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Posté le 14 mai 2022 à 20h07
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