minus the railroads of course
They´re called hyperlanes ;-)
blasphemy!
I think you may has misinterpreted, because hyperlanes at least in the beginning are a preexisting network of corridors you can use, you do not build them.No they said so in a DD ;-) might have interpreted the similarities to railroads... But they are still in and must be built in each province... ehm... System![]()
That´s because I was thinking about warp, which requires building... But hyperlanes sounded more like railroad both in sound and sense ;-)
Some species have decided to sidestep this whole business of blasting through the void at ludicrous speed. They prefer to open up a temporary wormhole that a fleet may use to instantly travel to a distant system. These wormholes can only be generated by a Wormhole Station, a type of space station that can only be constructed on the outer edge of a system.
Warp tech allows travel to any system (In a given range - improves with tech) with no building required. The drawback with Warp will be a costly and space-consuming warp drive, that must be added to each ship.
Ungrateful, ignorant, vagrants sitting on the Superior Entity's hyperlanes, will pay a price sooner or later.
As for building wormhole stations at the end and jumping across the galaxy, certainly that would fit the infrastructure concept of the railroad for economic, civilian, military, power projection.
Since Stellaris doesn't necessarily need a simulated economy (with aliens) as Victoria 2 did to make gameplay sense of the various pop promotions and demotions, they can go with a simplified system that still has a lot of player usage and feel to it. For example, occupying a planet may not merely require military prowess, but also indoctrination of the population or population replacement, in order to get a population with the same ethics as the mainstream. The pops would need a way to track that and respond to changes, since the same species can have different pops with different ethos, which respond differently to various game mechanics or events or player decisions. Given that Stellaris is still a Paradox game built upon generations of simulated systems, it can't be too simplistic, I would assess.
Made a long list of suggestions to rebel-system using the POP in another post here, that goes along way between those lines. I´m however eager to see how they are to be managed, since this might also have an impact on their other games, by lending mechanics that could work well in other timeframes.
It seems like they are more free with Stellaris, because while they have no historical guide, they also have no requirement to stick to some simulated historical arc or character or WWII or war mechanics. If they don't simulate it as WWII to make it feel like that, then people will notice that it isn't WWII in Hearts of Iron. But for stellaris, well the Japanese have always loved mixing fantasy with science fiction, so it's certainly do able to mix together a bunch of concepts and ideals. If they wanted to back port those mechanics back into their historical games... it might end up like the Aztec invasions.
Btw any link to the other post?
How to stop Socialism spread in space?