Stellaris

Stellaris

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Incremental Hyperlanes
   
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17 Aug @ 6:22am
20 Aug @ 5:45pm
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Incremental Hyperlanes

Description
  • A majority of hyperlanes are removed at game start, and will slowly fill back in.
  • Outposts will reveal connections to owned systems, and upgraded starbases will randomly discover more distant connections.
  • There is a small random chance that science ships will discover connections when surveying systems.
  • By default, one quasi-random upgraded starbase in every normal empire finds 1 quasi-random hyperlane connection every 5 years. This interval scales with your mid-game start year in galaxy settings:
    • 2225-2300: 5
    • 2325-2400: 10
    • 2425-2500: 15
    • 2525-2600: 20
  • Additional hyperlanes are revealed at intervals, also scaling off galaxy settings:
    • medium galaxy: +1 per normal empire every 25 years
    • large galaxy: 20 years
    • huge galaxy: 15 years
    • hyperlane density > 2: 15 years
  • The new script for revealing hyperlanes should prioritize pushing outwards and connecting to neighbors. Exploration is slowed, but (hopefully) not stopped dead, as was sometimes happening.

Originally part of my Expensive Expansion mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3543751625
15 Comments
kinngrimm 30 Aug @ 2:53pm 
The standard edict to increase energy production seems to have no effect. Is that intended?
kinngrimm 30 Aug @ 2:43pm 
Are AI factions also bound by this mechanic? Meaning do they have to do the same we have to, so hyperlanes would be established?

In my current game i am now in the the year 2225 and just now the 3rd hyperlane opened. Meaning 3 additional systems were connected in 25 years to a total of 11 systems.
I had a couple more messages that indicated new hyperlanes but without any actual being established.
This is like watching grass grow. Meanwhile i do optimize my Nomads, which is fun. I guess it is the comparison to other games before that makes this rather slow paced. I am currious how this long term would develop.
Bluetail 27 Aug @ 8:34am 
Reminds me of fog of war/fog of connection from Civilization in its own way for Stellaris.
Considering scientist irl are now finding some kind of pathway between stars irl, maybe hyperlanes are real and need to be discovered.

What do we know? lol
Chameleon 24 Aug @ 2:12pm 
This seems really cool. IMO there are too many in the game
Tankthinker 24 Aug @ 12:26pm 
I think its way to slow, im just sitting around waiting for hyperlanes to be discovered with nothing else to do...
Lex 23 Aug @ 11:33am 
looking forward to trying this out, sounds like itll improve immersion a lot
top:steamthumbsup:
tilarium 22 Aug @ 5:18am 
This definitely looks interesting, it completely changes the way the game is played in a fun and dynamic way.
ACExtravaganza 21 Aug @ 5:43pm 
Doesn't seem to work on current patch
Draconas 21 Aug @ 11:14am 
Hello, Exploring Hyperlanes author here. While it is doable (and @Arcontinno is welcome to pilfer any code from my mod if they wish (which itself is a revamp of the original)) there is a large issue, that I was never able to resolve.

Performance. Redrawing the hyperlane graph in Redux caused a noticeable lagspike in large galaxy's by the lategame. I wrote an article in the mods discussion thread about why I think it happens and the background calculations that cause it. Hyperlane removal is inherently worse for the network on average than addition.

The way Evolving Hyperlanes worked meant it never stopped while this mod I am guessing the hyperlane graph changes tail off later on. It was always something I wanted to look into, but it required a complete rewrite for uncertain results.

Super pleased to see @Arcontinno's take on it and support keeping it in line with your goals for the mod :) especially as there might be a technical dragon lurking in hyperlane removal.