
Hyperspace Trade
Hyperspace Trade is a civic in Stellaris 4.5.2 for Megacorporations. Requirements: Does NOT have an Eager Explorers Civic; and more (see below). Not with civic Hyperspace Specialty and origin Hard Reset. It gives +2 Colony Sensor Range, +10% Sublight Speed and +15% Research Speed ( Physics). DLC: Astral Planes.
What Hyperspace Trade does
The game's own effect text (the civic's description key), then its modifier lines as the game prints them.
Hyperlane Breach Points is Guaranteed Research Option.
Has Low Intel on all systems within 3 Hyperlanes of your starting system.
The
Amusement Megaplex Corporate Building generates additional Trade and adds +200
Trader jobs to our Capital.
- +2Colony Sensor Range
- +10%Sublight Speed
- +15%Research Speed ( Physics)
- +60Add Attunement with the Composer of Strands
Requirements
Read from the potential and possible blocks (the game's list rules: ethics, authority, civics, origin, species); the wording is ours, the quoted rule texts are the game's.
Cannot be taken with Hyperspace Trade
Civics that forbid this one or that this one forbids.
In the game
Time is money, and this Megacorporation values speed. Heavy investment in R&D has paid off handsomely, granting the Corporation proprietary access to cutting-edge hyperspace manipulation techniques.
Try it in the empire builder →
Hyperspace Trade: questions
What are the requirements for Hyperspace Trade in Stellaris?
Does NOT have an Eager Explorers Civic. Not with civic Hyperspace Specialty and origin Hard Reset. Some rules combine several options: see Requirements on the page. DLC: Astral Planes.
What can't Hyperspace Trade be combined with?
Hyperspace Specialty, Privatized Exploration, Eager Explorers, Stargazers and Exploration Protocols — each forbids the other in the files' rules.
What does the Hyperspace Trade civic do?
It gives +2 Colony Sensor Range, +10% Sublight Speed, +15% Research Speed ( Physics) and +60 Add Attunement with the Composer of Strands, plus the effects its description lists.
Can Hyperspace Trade be changed after the game starts?
Yes — it can be added or removed later when a civic slot opens or the government is reformed, if its requirements still hold.
What is the ID of Hyperspace Trade?
civic_corporate_hyperspace_specialty (Stellaris 4.5.2).
Source: common/governments/civics/03_corporate_civics.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776).