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Psi Jump Drive[edit]

I just had a rifle through the files looking for basic info on the psi jump drive. It appears to operate on the same basic principles as the regular advanced-tech jump drive (i.e. same FTL type), but it's a society tech as opposed to physics and appears to have a 50% greater range than the regular jump drive. The tech is flagged as RARE and DANGEROUS (same as the regular jump drive) and does not rely on the core jump drive tech as a prerequisite. --Arcalane (talk) 22:03, 12 May 2016 (CEST)

Wormhole Tech[edit]

the bigger the fleet, the longer a [wormhole] portal takes to spawn There doesn't seem to be a difference in time between sending 1 or 5 corvettes (15 days for either of fleets), so I'm assuming there are breakpoints in how the time to open the wormhole scales up with fleet size? --BlueTemplar (talk) 15:05, 11 May 2016 (CEST)

The time penalty was made less severe during development. IIRC, it is something like "(200 + fleet size) * constant". I'll ask a dev for the exact formula. ~ Meneth (talk) 15:27, 11 May 2016 (CEST)
Found the numbers in the Defines file and added it to the page. ~ Meneth (talk) 15:29, 11 May 2016 (CEST)

Physics research topics allow an increase in both range of wormholes, and speed of wormhole generation. The former can be increased by up to 100%, and the latter by 50%. Does it mean that the wormhole generation time is halved or that it is +50% faster? i.e. if you could make two wormholes in 60 days at the beginning, does it mean it becomes 3 wormholes in 60 days (+50% number of wormholes generated in the same amount of time) or 4 wormholes (-50% time required to create a wormhole) when said research is done? --GilgaMelchi (talk) 19:05, 16 May 2016 (CEST)

My guess, going by a quick look at it, is that it increases the base WORMHOLE_OPEN_SPEED value of 1.3 (which is per microupdate, and there are 10 micro updates per ingame day, hence why the total size is divided by 13 - I think.) With both speed upgrades, it should be divided 19.5- giving a time of about 10 days for a 10 corvette fleet to jump out (min 200 + fleetsize). To take the example further, a size 100 fleet (total: 300) would take 23 days to jump out with no upgrades; upgraded, it should take 15.3. Gotta remember that base 200. The bigger the fleet, the more time you save. --Arcalane (talk) 19:26, 16 May 2016 (CEST)
So it is definitely a +50% wormhole generation speed, not a time halving bonus, thanks for the clarification. --GilgaMelchi (talk) 23:37, 16 May 2016 (CEST)

Jump Drives (old)[edit]

There are talks which refer to a super-advanced fourth type "Jump Drives" which has a possibility of ripping a hole into another dimension which energy beings use to invade the galaxy as an end-game threat. Perhaps this should be included? --Tiaexz (talk) 23:46, 23 March 2016 (CET)

Misleading information - Warp vs Hyperspace[edit]

Warp's description points out that it's expensive multiple times. Hyperspace's description points out that it's cheap multiple times. The table points out that they both have all the exact same costs. 5/10/15 = 5/10/15 — Preceding unsigned comment added by (Talk) 04:21, 15 May 2016‎ (CEST)

Most of the description fluff there is based off pre-launch information, by the looks of things; my guess is the devs tweaked the drive costs to be the same closer to launch. I've done a quick pass to strip out references to cost. --Arcalane (talk) 13:17, 15 May 2016 (CEST)


I was the first to activate a gateway in my game, but it didn't light up the one closest to me. It was pretty much on the opposite side of the galaxy. I think it might be random. — Preceding unsigned comment added by (talk) 01:30, 7 March 2018‎ (CET)