Megastructures

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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.7.

This article is for the PC version of Stellaris only.
Humanoid Empire constructing a Dyson Sphere

Megastructures are colossal constructions. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. They cannot be built in orbit of a celestial body that has an uninvestigated anomaly. All megastructures except Gateways are destroyed if a Star-Eater destroys the system.

Construction[edit | edit source]

A construction ship is required to build the first stage (construction site) of any megastructure. If it has multiple stages, the following stages do not require a construction ship. All megastructures have a different texture depending on the empire that built or repaired them.

Construction speed bonuses[edit | edit source]

A few bonuses affect megastructure construction speed. These are highly desirable considering the great time requirements of such projects:

  • Ap master builders.png Master Builders ascension perk increases the build speed by +50%
  • Menu icon edicts.png Living Metal Mega-Construction edict increases the build speed by +50%
  • Menu icon edicts.png Architectural Renaissance unity ambition also increases the build speed by +50%
  • R contingency core.png The Isolated Contingency Core relic triumph increases the build speed by +300% for 10 years

FTL megastructures[edit | edit source]

FTL megastructures can only be constructed at the edge of a system and allow fleets to traverse to an identical megastructure, greatly easing travel across the galaxy. They will work together with the FTL megastructures of another empire unless borders are closed or the empires are at war with each other. FTL megastructures can be constructed in any system which doesn't already have that type of megastructure. Unlike other megastructures, they can be constructed in the systems of subjects as well.

Gateways[edit | edit source]

Real scale of a Gateway

While exploring the galaxy, empires may find abandoned gateways that were once part of a massive, galaxy-spanning network. The number of abandoned gateways can be scaled by galaxy settings.[1]

Once an abandoned gateway is discovered, the Tech gateway activation.png Gateway Activation technology will always have a chance to appear, which allows abandoned gateways to be repaired. Repairing an abandoned gateway takes 2 years and costs Energy.png 6000 energy and Alloys.png 2500 alloys. When a gateway is reactivated for the first time in the galaxy, another random gateway will also reactivate along with it.

Once the Tech gateway activation.png Gateway Activation technology is researched, the Tech gateway construction.png Gateway Construction technology will always have a chance to appear, which allows new gateways to be constructed. The construction site is built in 3 years and costs Influence.png 75 influence and Alloys.png 2500 alloys. Upgrading it into a fully functional Gateway takes 3 years and costs Energy.png 6000 energy and Alloys.png 2500 alloys.

Gateways allow travel to any other gateway instantly, so long as the borders are open and the destination is not controlled by an enemy empire. As a bypass, Gateways generally act like a hyperlane connection between systems, such that claims and trade can be extended through them, however sectors don't extend through gateways.

L-Gates are a special type of gateway, which have a separate network from regular gateways. Instead of jumping from any to any, L-Gates all jump to the Terminal Egress system in the L-Cluster, then from there to any other L-Gate so long as its borders are open, or you are at war. L-Gates are opened through a special project, and new L-Gates cannot be constructed.

Hyper Relays[edit | edit source]

Real scale of a Hyper Relay

Hyper Relays can be constructed once the Hyper Relays Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. They are constructed directly in a single stage, taking one year and costing Influence.png 25 influence, Alloys.png 500 alloys, and Rare crystals.png 100 rare crystals. Hyper Relay links are shown on the galaxy map as a thicker hyperlane. Potential (inactive) links are shown as yellow connections on the galaxy map. A link may be inactive because of closed borders, war, or if the relay is ruined. A ruined Hyper Relay can be restored for Energy.png 500 energy, Alloys.png 500 alloys, and Rare crystals.png 100 rare crystals, taking 6 months to complete.

Hyper Relays can grant additional effects based on Menu icon edicts.png edicts and subject specializations. Hyper Relay edicts require the empire's capital system to be part of the network, while the benefits granted by subject specializations require a connection between the overlord's capital and the subject's capital. Subjects do not benefit from their overlord's network effects.

Hyper Relays can be built from the galaxy view, and will be placed semi-randomly within the system. In systems with wormholes or existing gateways, it is recommended to go into the system view to manually place the Hyper Relay near to the wormhole or gateway to better facilitate travel. However, Hyper Relays cannot connect through wormholes or gateways.

Orbital megastructures[edit | edit source]

Orbital megastructures can only be constructed in orbit of a planet. Unlike other megastructures, orbital ones do not require a construction site and are finished in a single stage by the construction ship. Each planet can only have one orbital megastructure, which can be further upgraded. Their appearance is dependent on the builder empire's ship set.

Habitats[edit | edit source]

Plantoid size 4 habitat

Artificial planets in all but name, habitats have a 70% Mod habitability.png base habitability for all species and can be built above planets. Habitats have a unique set of districts distinct from normal planetary ones. Up to 4 district types are available on all habitats, with a fifth one being available if the habitat is built above a planet with a resource deposit. Building a habitat above such a planet prevents exploiting its resource directly, destroying any mining or research station if one was present; however, Menu icon strategic resource.png strategic resources are added to the habitat as a special deposit, so they are not lost. Habitats still require colonization, but the colony develops twice as fast on a habitat. Habitats start at Planet Size.png size 4, which means they can hold up to 4 districts. They can be upgraded twice via decisions once all district slots are filled, up to size 8.

Habitats can be obtained the following way:

  • If the Utopia.png Utopia DLC is installed any empire can research the technologies to construct and upgrade habitats.
  • Empires with the Origin void dwellers.png Void Dwellers origin starts with 3 habitats and the technology to construct more. They can research the technology to upgrade them.
  • Empires with the Origins toxic knights.png Knights of the Toxic God origin start with a habitat and the technology to construct more. They cannot research the technology to upgrade them without the Utopia.png Utopia DLC.
  • Empires with the Origins payback.png Payback origin can gain a unique size 10 habitat called Recovered Asset as one of their two choices following the conclusion of the The Aftermath of Battle archaeological site.
  • If the Apocalypse.png Apocalypse DLC is enabled, empires created by the Horde breaking up start with the technology to construct habitats. These habitats can be captured by other empires.

Constructing and upgrading habitats requires the following:

Planet Size.png Size Cost Time Housing buildings Required technology
4 Influence.png 150
Alloys.png 1500
1800 days Gestalt consciousness.png Gestalt Consciousness only Tech habitat.png Orbital Habitats
6 Influence.png 25
Alloys.png 1000
720 days Yes.png Tech habitat 2.png Habitat Expansion
8 Influence.png 50
Alloys.png 1500
1440 days Yes.png Tech habitat 3.png Advanced Space Habitation

The Ap voidborn.png Voidborne ascension perk adds Mod habitability.png +20% habitability to habitats (resulting in 90% habitability without other modifiers) and unlocks Mod planet max buildings add.png +2 building slots.

Habitats can be destroyed by a Colossus as well as Crisis factions and cannot be rebuilt once destroyed.

Orbital Rings[edit | edit source]

Mammalian orbital ring with shipyard module

Half megastructure and half starbase, Orbital Rings can be built around colonized planets to act as an additional starbase or provide useful bonuses for the planet below. Orbital rings also have Mod ship fire rate mult.png +100% Fire Rate.

Tier Alloys.png Alloys cost Influence.png Influence cost Time Time Energy.png Upkeep Modules Buildings Defense platform cap Platforms Health Hull Armor Armor Weapons range Weapons Utilities Requirements
1 1000 50 720 2 2 0 2 5000 1000 +100%
  • Large 1
  • Medium 3
  • Large 2
  • Auxiliary 1
Tech orbital ring tier 1.png Orbital Rings technology
2 1500 100 900 3 3 1 4 10000 2000 +150%
  • Large 2
  • Medium 6
  • Large 4
  • Auxiliary 1
  • Star Fortress Star Fortress technology
  • Button upgrade ascension tier.png Capital tier 2 or Planetary Ascension tier 3
3 2000 150 1080 4 4 2 6 20000 2000 +200%
  • Large 3
  • Medium 9
  • Large 6
  • Auxiliary 1
  • Tech starbase 5.png Citadel technology
  • Button upgrade ascension tier.png Capital tier 3 or Planetary Ascension tier 5

Orbital Rings use their own set of modules, which are mostly similar to Starbase modules except that they do not interact with trade routes in any way. An Orbital Assembly Complex Holding provides additional bonuses to each module.

Module Cost Time Time Energy.png Upkeep Effects Required Technology Description
Orbitalring module habitation.png Habitation Module Alloys.png 200
Influence.png 25
360 2
  • Mod planet max districts add.png +1 Max districts for orbited planet
  • Mod planet max buildings add.png +0.5 Building slots with Orbital Assembly Complex on planet
Tech housing 2.png Anti-Gravity Engineering High-speed space elevators allow the planet to extend its habitation, resource storage and refinement facilities into orbit.
Sb shipyard.png Orbital Shipyard Alloys.png 50 180 1
  • Mod ship build speed mult.png +1 Shipyard Capacity
  • Mod ship build speed mult.png +1 Shipyard Capacity with Orbital Assembly Complex on planet
A Shipyard may build one ship at a time, in parallel with other Shipyards.
Sb anchorage.png Orbital Anchorage Alloys.png 50 180 1
  • Mod navy size add.png +4 Naval capacity
  • Mod navy size add.png +2 Naval capacity with Naval Logistics Office
  • Mod navy size add.png +2 Naval capacity with Orbital Assembly Complex on planet
Fleet anchorages are necessary to support the growth of our navy.
Sb gun battery.png Planetary Defense Guns Alloys.png 50 180 1
  • Medium +2 Medium weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Adds two medium-size weapon slots to the Orbital Ring.
Sb missile battery.png Planetary Defense Batteries Alloys.png 50 180 1
  • Guided +2 Guided weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Adds two missile weapon slots to the Orbital Ring.
Sb hangar bay.png Planetary Defense Hangars Alloys.png 50 180 1
  • Hangar +1 Hangar weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Tech strike craft 1.png Carrier Operations Adds a hangar for Strike Craft to the Orbital Ring.

In addition to most of the regular starbase buildings, Orbital Rings can construct a set of buildings that improve the planet's output. All of them take one year to build.

Building Cost Upkeep Planet effects Requirements Description
Orbitalring food hub.png Climate Optimization Stations
  • Alloys.png 100
  • Volatile motes.png 100
  • Energy.png 2
  • Volatile motes.png 1
Pop resource food mult.png +2 Food from Job farmer.png Farmer category jobs Tech food processing 2.png Advanced Food Processing technology Detailed monitoring of local conditions means we can influence the planet's climate at a regional level, increasing agricultural yields.
Orbitalring mineral hub.png Low Gravity Mega-Refiners
  • Alloys.png 100
  • Volatile motes.png 100
  • Energy.png 2
  • Volatile motes.png 1
Mod resource minerals mult.png +2 Minerals from Job miner.png Miner category jobs Tech mineral purification 2.png Advanced Mineral Purification technology Centralizing mineral refining operations on the Orbital Ring allows for novel techniques that increase mining efficiency.
Orbitalring energy hub.png Stratospheric Ionization Elements
  • Alloys.png 100
  • Exotic gases.png 100
  • Alloys.png 2
  • Exotic gases.png 1
Mod resource energy mult.png +2 Energy Credits from Job technician.png Technician category jobs Tech power hub 2.png Planetary Power Grid technology These devices dramatically reduce power loss during distribution, increasing overall generator output.
Orbitalring trade hub.png The Giga-Mall
  • Alloys.png 100
  • Rare crystals.png 100
  • Energy.png 2
  • Rare crystals.png 1
  • Amenities.png +1 Amenities from Job clerk.png Clerks
  • Mod trade value mult.png +5% Trade Value
Tech interstellar economics.png Interstellar Economics technology Moving all shopping and trade facilities to the Orbital Ring means our Clerks can facilitate more business, more effectively than ever before.
Orbitalring alloy hub.png Alloy Processing Facilities
  • Alloys.png 200
  • Volatile motes.png 300
  • Energy.png 5
  • Volatile motes.png 2
  • Alloys.png +1 Alloys from Job foundry.png Metallurgist category jobs
  • Minerals.png −2 Minerals from Job foundry.png Metallurgist category jobs
  • If Civic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.png Catalytic Processing,
    • Food.png −3 Food from Job foundry.png Metallurgist category jobs instead
Nano-Separators Nano-Separators technology Alloys from the surface are further processed in orbit, creating usable materials from what would otherwise be wasted by-products.
Orbitalring consumer hub.png Orbital Logistics Systems
  • Alloys.png 200
  • Rare crystals.png 300
  • Energy.png 5
  • Rare crystals.png 2
  • Consumer goods.png +1 Consumer Goods from Job artisan.png Artisan category jobs
  • Minerals.png −1 Minerals from Job artisan.png Artisan category jobs
Tech luxuries 2.png Replicator Kiosks technology Transferring logistics operations to automated systems on the Orbital Ring allows planetside Factories to run continuously at full speed.
Orbitalring bureaucracy hub.png Orbital Filing System
  • Alloys.png 200
  • Rare crystals.png 300
  • Energy.png 2
  • Rare crystals.png 1
Unity.png +1 Unity from Bureaucrat Administrator, Job manager.png Manager, Priest Priest,

and Job telepath.png Telepath category jobs

Tech effective bureaucracy.png Effective Bureaucracy technology Efficiency and progress can be ours once more, now that our Administrators have near instant access to the paperwork that defines their lives.
Orbitalring synapse hub.png Synaptic Relays
  • Alloys.png 200
  • Exotic gases.png 300
  • Alloys.png 2
  • Exotic gases.png 1
Amenities.png +1 Amenities from Job synapse drone.png Synapse Drones Tech hive cluster.png Clustered Synapses technology Portions of the Orbital Ring have been modified to enhance synaptic signals, improving control over drones on the surface.
Orbitalring maintenance hub.png Orbital Maintenance Drops
  • Alloys.png 200
  • Exotic gases.png 300
  • Alloys.png 2
  • Exotic gases.png 1
Amenities.png +1 Amenities from Job maintenance drone.png Maintenance Drones Tech synthetic thought patterns.png Resource Processing Algorithms technology Prepackaged pods of maintenance material - and the drones necessary to distribute them - can be dropped from orbit anywhere they are needed, at a moment's notice.
Orbitalring noble estates.png Noble Estates
  • Alloys.png 200
  • Exotic gases.png 300
  • Alloys.png 5
  • Exotic gases.png 2
  • Job noble.png +2 Noble jobs
  • Housing.png +2 Housing
  • Civic aristocratic elite.png Aristocratic Elite civic
  • No.pngBuilding Noble Estates on orbited planet
  • No.png Thrall World designation on orbited planet
Magnificent structures that take advantage of reduced gravitational effect in orbit house the local nobility. Significant portions of the ring are dedicated to their every whim.
Orbitalring psi corps.png Orbital Psi Corps
  • Alloys.png 200
  • Rare crystals.png 300
  • Alloys.png 5
  • Rare crystals.png 2
  • Job telepath.png +2 Telepath jobs
  • Stability.png +5 Stability
  • Tradition psionics psi corps.png Psi Corps tradition
  • No.pngBuilding Psi Corps on orbited planet
  • No.png Resort World designation on orbited planet
  • No.png Thrall World designation on orbited planet
A segment of the Orbital Ring is devoted to training psi-gifted individuals, allowing the Psi Corps to keep a watchful eye on the planet below.

The Psi Corps is your friend. Trust the Corps.
Orbitalring planetary shield generator.png Orbital Shield Generator
  • Alloys.png 200
  • Rare crystals.png 300
  • Alloys.png 5
  • Rare crystals.png 2
  • Shield +25% Shield Hit Points
  • Shield +25% Defense Platform Shield Hit Points
  • Tech planetary shield generator.png Planetary Shields technology
  • No.pngBuilding Planetary Shield Generator on orbited planet
Hardening the shields of the orbital defenses will interfere with any planetary shields, but will allow them to hold off against more powerful weapons.
Orbitalring galactic stock exchange.png Orbital Stock Exchange
  • Alloys.png 200
  • Rare crystals.png 300
  • Alloys.png 5
  • Rare crystals.png 2
  • Job merchant.png +2 Merchant jobs
  • Mod trade value mult.png +20% Trade Value
  • Tech galactic markets.png Galactic Markets technology
  • No.pngBuilding Galactic Stock Exchange on orbited planet
  • No.png Resort World designation on orbited planet
  • No.png Thrall World designation on orbited planet
By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
Orbitalring slave processing facility.png Orbital Slave Processing Hub
  • Alloys.png 200
  • Volatile motes.png 300
  • Alloys.png 5
  • Volatile motes.png 2
  • Mod planet jobs slave produces mult.png +5% Slave Pop Resource Output
  • Mod pop political power.png −25% Pop cat slave.png Slaves Political Power
  • Mod planet resettlement unemployed mult.png −50% Automatic Resettlement Chance
  • Yes.png Unemployed Pop cat slave.png Slaves automatically resettle
  • Yes.png Permits recruiting Army slave.png Slave Armies
  • Tech neural implants.png Neural Implants technology
  • Menu icon policies.png Allowed Slavery policy
  • No.pngBuilding Slave Processing Facility on orbited planet
  • No.png Resort World designation on orbited planet
An orbital facility used to process slave labor for the planet below. Those that have been processed have any trace of free will extinguished.
Orbitalring embassy complex.png Orbital Embassy Complex
  • Alloys.png 200
  • Rare crystals.png 300
  • Alloys.png 5
  • Rare crystals.png 2
Available envoys +2 Available Envoys
  • Tech diplomacy 2.png Xeno Relations technology
  • Empire Capital Orbiting the Empire Capital
  • No.pngBuilding Embassy Complex or Grand Embassy Complex
  • No.png Resort World designation on orbited planet
  • No.png Thrall World designation on orbited planet
This orbital complex is intended to awe the viewer, rendering them more compliant in negotiations.

Due to the need to be close to the seat of the government, it can only be built in orbit of our capital.

Multi-stage megastructures[edit | edit source]

Multi-stage megastructures are constructed in multiple stages that require the technology of the same name before they can be constructed. Empires lacking the technology can make use of a multi-stage megastructure which they conquered from another empire, but they cannot upgrade it before they research the technology.

Multi-stage megastructures start with a construction site that provides no benefit. However, each subsequent construction phase will bring increasing bonuses, culminating with the end of the megastructure construction.

Only one multi-stage megastructure may be built in each system. Multi-stage megastructures must be built either over an uninhabitable planet or the central star of the system (with the exception of the Quantum Catapult). There must not be an anomaly present on the planet or star, but an anomaly on another planet or star in the system will not block construction (even for the Ring World).

It is only possible to build, upgrade, or restore one multi-stage megastructure at a time. The limit can be increased by +1 with each of the following:

  • Ap master builders.png Master Builders ascension perk
  • Menu icon edicts.png Architectural Renaissance ambition edict
  • Federation research.png Level 5 Research Cooperative president

Apart from the Ring World, each multi-stage megastructure can only be built once per empire, or twice if the empire has the Isolated Contingency Core Isolated Contingency Core relic, and cannot be rebuilt if the existing one is lost or destroyed. However, multi-stage megastructures obtained through conquest, as well as ruined ones that were found in the galaxy and then restored, do not count against this limit. A conquered incomplete megastructure can still be upgraded as long as the new owner has the prerequisite technology.

Ring Worlds can have their habitable segments destroyed by a Colossus as well as by Crisis factions and cannot be repaired again. All multi-stage megastructures are permanently ruined if the system is destroyed by a Star Eater.

Megastructure Stage Production Upkeep Time Cost Notes DLC
Ring World
Evt Ringworld.png
Site None Energy.png −5 Time 5 years Influence.png 300
Alloys.png 5000
  • Requires Galactic Wonders Galactic Wonders to research prerequisite technology
  • Cannot be built around a black hole, or in systems with multiple stars or without planets or asteroids
  • Cannot be built if there are habitable planets, including habitats, present
  • All habitable segments feature Mod habitability.png 100% habitability for all species, can build up to 10 unique districts, and have their own unique designations
  • Upon completion of the frame, all planets are removed from the system
  • Multiple segments can be built at the same time if the empire has the capacity to work on more than one megastructure simultaneously
Utopia.png
Stage I (Frame) None None Time 13.3 years Alloys.png 10000
Stage II (1 Segment) Planet ringworld.png +1 Habitable Segment None Time 10 years Alloys.png 10000
Stage III (2 Segments) Planet ringworld.png +2 Habitable Segments None Time 10 years Alloys.png 10000
Stage IV (3 Segments) Planet ringworld.png +3 Habitable Segments None Time 10 years Alloys.png 10000
Stage V (Completed) Planet ringworld.png +4 Habitable Segments None Time 10 years Alloys.png 10000
Dyson Sphere
Evt Dyson Sphere.png
Site None Energy.png −5 Time 5 years Unity.png 1000
Alloys.png 5000
  • Requires Galactic Wonders Galactic Wonders to research prerequisite technology
  • Can only be constructed around regular single stars
  • Cannot be built if there are habitable planets or anomalies present
  • Upon completion, all rocky planets and moons in the system turn into frozen or cold barren worlds
  • If the star has a mining station, it is removed when the megastructure is completed
  • If any planet has the Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier, it is removed
Utopia.png
Stage I (Frame) None None Time 10 years Unity.png 5000
Alloys.png 10000
Stage II (Partial 25%) Energy.png +1000 Energy None Time 10 years Unity.png 5000
Alloys.png 10000
Stage III (Partial 50%) Energy.png +2000 Energy None Time 10 years Unity.png 5000
Alloys.png 10000
Stage IV (Partial 75%) Energy.png +3000 Energy None Time 10 years Unity.png 5000
Alloys.png 10000
Stage V (Completed) Energy.png +4000 Energy None Time 10 years Unity.png 5000
Alloys.png 10000
Science Nexus
Evt Science Nexus.png
Site None Energy.png −25 Time 5 years Unity.png 5000
Alloys.png 5000
  • The final stage of a Science Nexus can be upgraded to produce 50 more Research.png Research through an event that has a 30% chance to trigger a short time after the Megastructure is finished
Utopia.png
Stage I (Hub) Research.png +100 Research
Mod country all tech research speed.png +5% Research Speed
Energy.png −50 Time 10 years Unity.png 5000
Alloys.png 15000
Stage II (Research Wings) Research.png +200 Research
Mod country all tech research speed.png +10% Research Speed
Energy.png −75 Time 10 years Unity.png 5000
Alloys.png 15000
Stage III (Completed) Research.png +300 Research
Mod country all tech research speed.png +15% Research Speed
Energy.png −100 Time 10 years Unity.png 5000
Alloys.png 15000
Sentry Array
Evt Sentry Array.png
Site None Energy.png −20 Time 5 years Unity.png 2500
Alloys.png 5000
  • Until finished, the Sentry Array cannot see through nebulae
  • As no system will have low intel level, a completed Sentry Array will prevent space creatures from respawning
Utopia.png
Stage I (Sentry Hub) Mod planet sensor range mult.png +20 Hyperlane Scanner Range
Mod add base country intel.png +10 Base intel level
Energy.png −40 Time 5 years Unity.png 2500
Alloys.png 10000
Stage II (Sentry Spire) Mod planet sensor range mult.png +40 Hyperlane Scanner Range
Mod add base country intel.png +20 Base intel level
Energy.png −60 Time 5 years Unity.png 2500
Alloys.png 10000
Stage III (Sentry Aerials) Mod planet sensor range mult.png +60 Hyperlane Scanner Range
Mod add base country intel.png +30 Base intel level
Energy.png −80 Time 5 years Unity.png 2500
Alloys.png 10000
Stage IV (Completed) Mod planet sensor range mult.png Entire Galaxy Hyperlane Scanner Range
Mod add base country intel.png +40 Base intel level
Energy.png −100 Time 5 years Unity.png 2500
Alloys.png 10000
Matter Decompressor
Evt Matter Decompressor.png
Site None Energy.png −5 Time 5 years Unity.png 2500
Alloys.png 5000
  • Requires Galactic Wonders Galactic Wonders to research prerequisite technology
  • Can only be constructed around black holes
  • Cannot be built if there are habitable planets or anomalies present
  • If the black hole has a research station, it is removed when the megastructure is completed
MegaCorp.png
Stage I (Anchor) Minerals.png +500 Minerals Energy.png −25 Time 10 years Unity.png 5000
Alloys.png 12500
Stage II (Lensing) Minerals.png +1000 Minerals Energy.png −50 Time 10 years Unity.png 5000
Alloys.png 12500
Stage III (Boring) Minerals.png +1500 Minerals Energy.png −75 Time 10 years Unity.png 5000
Alloys.png 12500
Stage IV (Completed) Minerals.png +2000 Minerals Energy.png −100 Time 10 years Unity.png 5000
Alloys.png 12500
Mega Art Installation
Evt Mega Art Installation.png
Site None Energy.png −5 Time 5 years Unity.png 2500
Alloys.png 5000
  • The final stage requires the Ancient Relics.png Ancient Relics DLC
  • A ruined Mega Art Installation will be repaired to stage 3, and can be upgraded to stage 4 as with the constructed version
MegaCorp.png
Stage I (Nascency) Unity.png +100 Unity
Amenities.png +5% Amenities
Energy.png −10 Time 10 years Unity.png 2500
Alloys.png 15000
Stage II (Maturity) Unity.png +200 Unity
Amenities.png +10% Amenities
Energy.png −20 Time 10 years Unity.png 2500
Alloys.png 15000
Stage III (Completed) Unity.png +300 Unity
Amenities.png +15% Amenities
Energy.png −30 Time 10 years Unity.png 2500
Alloys.png 15000
Stage IV (Perfection) Unity.png +400 Unity
Amenities.png +20% Amenities
Energy.png −30 Time 10 years Unity.png 2500
Minor artifacts.png 100
Strategic Coordination Center
Evt Strategic Coordination Center.png
Site None Energy.png −5 Time 5 years Unity.png 2500
Alloys.png 5000
MegaCorp.png
Stage I (Hull) Mod navy size add.png +50 Naval capacity
Mod country starbase capacity add.png +2 Starbase capacity
Defense platform cap +4 Defense Platforms
Mod ship speed mult.png +5% Sublight speed
Energy.png −25 Time 10 years Unity.png 2500
Alloys.png 15000
Stage II (Comms) Mod navy size add.png +100 Naval capacity
Mod country starbase capacity add.png +4 Starbase capacity
Defense platform cap +8 Defense Platforms
Mod ship speed mult.png +10% Sublight speed
Energy.png −50 Time 10 years Unity.png 2500
Alloys.png 15000
Stage III (Completed) Mod navy size add.png +150 Naval capacity
Mod country starbase capacity add.png +6 Starbase capacity
Defense platform cap +12 Defense Platforms
Mod ship speed mult.png +15% Sublight speed
Energy.png −75 Time 10 years Unity.png 2500
Alloys.png 15000
Interstellar Assembly
Evt Interstellar Assembly.png
Site None Energy.png −5 Time 5 years Unity.png 2500
Alloys.png 5000
MegaCorp.png
Stage I (Locus) Mod diplo weight mult.png +10% Diplomatic weight
Diplomacy opinion.png +15 Opinion from all empires
Energy.png −10 Time 5 years Unity.png 2500
Alloys.png 10000
Stage II (Consul Ring) Mod diplo weight mult.png +20% Diplomatic weight
Diplomacy opinion.png +30 Opinion from all empires
Available envoys +1 Available envoys
Energy.png −20 Time 5 years Unity.png 2500
Alloys.png 10000
Stage III (Forum Modules) Mod diplo weight mult.png +30% Diplomatic weight
Diplomacy opinion.png +75 Opinion from all empires
Available envoys +1 Available envoys
Energy.png −30 Time 5 years Unity.png 2500
Alloys.png 10000
Stage IV (Completed) Mod diplo weight mult.png +40% Diplomatic weight
Diplomacy opinion.png +150 Opinion from all empires
Available envoys +2 Available envoys
Energy.png −40 Time 5 years Unity.png 2500
Alloys.png 10000
Mega Shipyard
Evt Megashipyard.png
Site None Energy.png −5 Time 5 years Unity.png 2500
Alloys.png 3000
  • All ships start with 100 experience
  • Can only be built around stars, in one-star systems
Federations
Stage I (Framework) Sb shipyard.png +5 Shipyard Capacity
Mod ship build speed mult.png +33% Empire Ship Build Speed
Energy.png −10 Time 5 years Unity.png 2500
Alloys.png 10000
Stage II (Core) Sb shipyard.png +10 Shipyard Capacity
Mod ship build speed mult.png +66% Empire Ship Build Speed
Energy.png −20 Time 5 years Unity.png 2500
Alloys.png 10000
Stage III (Complete) Sb shipyard.png +20 Shipyard Capacity
Mod ship build speed mult.png +100% Empire Ship Build Speed
Sb colossus assembly yard.png Titan and colossal ship construction
Energy.png −40 Time 5 years Unity.png 2500
Alloys.png 10000
Quantum Catapult
Evt quantum catapult.png
Site None Energy.png −5 Time 5 years Influence.png 300
Alloys.png 5000
  • Can only be constructed around pulsars and neutron stars (including in binary or trinary systems)
  • The accuracy of the catapult decreases with distance and is increased by upgrading the megastructure
  • Catapulted fleets gain +33% Mod ship fire rate mult.png Fire Rate for 120 days (+50% with Origins slingshot to the stars.png Slingshot to the Stars origin)
  • Quantum Catapult Quantum Catapult technology is required to use it, merely controlling it is not enough
Overlord
Stage I (4 lenses) Fleet action button quantum catapult.png Can catapult fleets in the system
Mod ship disengagement.png −10% Missing in Action time (requires Hyper Relays)
Energy.png −10 Time 5 years Alloys.png 10000
Stage II (8 lenses) Fleet action button quantum catapult.png Can catapult fleets in the system
Time −25% Catapult windup time
Mod ship disengagement.png −20% Missing in Action time (requires Hyper Relays)
Energy.png −20 Time 5 years Alloys.png 10000
Stage III (Complete) Fleet action button quantum catapult.png Can catapult fleets in the system
Time −50% Catapult windup time
Mod ship disengagement.png −30% Missing in Action time (requires Hyper Relays)
Energy.png −30 Time 5 years Alloys.png 10000
Origins slingshot to the stars.png Restored (8 Lenses) Fleet action button quantum catapult.png Can catapult fleets in the system
Mod ship disengagement.png −20% Missing in Action time (requires Hyper Relays)
Energy.png −20 Time 10 years Alloys.png 2500
  • Must be restored from the ruined catapult spawned by the Origins slingshot to the stars.png Slingshot to the Stars origin
  • Any Origins slingshot to the stars.png Slingshot to the Stars empire can restore the special catapult without Tech mega engineering.png Mega-Engineering, but requires that technology to improve the catapult; restoring the catapult also unlocks the Quantum Catapult Quantum Catapult technology.
  • Other empires can restore the special catapult with Tech mega engineering.png Mega-Engineering
Origins slingshot to the stars.png Improved (Complete) Fleet action button quantum catapult.png Can catapult fleets in the system
Mod ship disengagement.png −30% Missing in Action time (requires Hyper Relays)
Energy.png −40 Time 10 years Alloys.png 15000

Conquerable Ringworlds[edit | edit source]

Up to 8 ringworlds can spawn naturally in a game in various states. Damaged segments can be repaired with the Tech mega engineering.png Mega-Engineering technology for the same cost as finishing a new segment.

  • 1 in the Sanctuary system. All 4 habitable sections are intact and each contains one pre-FTL civilization, none advanced beyond Steam Age. The system was abandoned by an Enigmatic Observer Fallen Empire but contains automated defense platforms totaling over 50k fleet power.
  • 1 in the Cybrex Alpha system. It requires completing the Cybrex precursor event chain. The ringworld is completely ruined and requires repairs on each section.
  • 1 in the Cybrex Beta system. It will only be revealed if the Contingency sterilizes 20% of the galaxy. A short time after the Contingency is defeated, the Cybrex will leave the galaxy, leaving the ringworld free for the taking.
  • 1 in a random empty system if the Utopia.png Utopia DLC is enabled. It is completely ruined and each section requires repairing. If the Distant Stars.png Distant Stars DLC is enabled as well, the system has a 50% chance to contain a unique anomaly.
  • 3 in the systems of the Ancient Caretakers if the Synthetic Dawn.png Synthetic Dawn DLC is enabled. The ringworld in the home system has 3 intact and one ruined section, while the other two ringworlds are completely ruined and require each section to be repaired separately. If the Contingency appears and the Ancient Caretakers awaken to defend the galaxy, they will also disappear like the Cybrex once the Contingency is defeated, leaving their systems free for the taking.
  • Each empire with the Origins shattered ring.png Shattered Ring origin starts in a ringworld system with 1-3 segments depending on the Guaranteed Habitable Worlds game rule. By default, only one empire with the origin can be generated, but force-spawning will ignore the limit.

Ruined megastructures[edit | edit source]

Ruined Dyson Sphere

A ruined version of a multi-stage megastructure can be found while exploring the galaxy, with larger galaxies having a chance to spawn more ruined megastructures. Repairing them only requires the Tech mega engineering.png Mega-Engineering technology. If not yet researched, owning a system with a ruined megastructure also grants a ×20 weight for Mega-Engineering to appear.

While they upgrade from their broken to a fully functional state in one step, they do not count for any achievements. However, they do not count against any build limit for that particular megastructure, either.

Ruined Megastructure Time Time Alloys.png Alloys System notes
Dyson sphere ruined.png Dyson Sphere 7200 20000
Think tank ruined.png Science Nexus 4800 15000
Spy orb ruined.png Sentry Array 4800 15000 Contains a Tomb World
Interstellar assembly ruined.png Interstellar Assembly 3600 15000 Contains deposits on most celestial bodies
Matter decompressor ruined.png Matter Decompressor 4800 20000
Mega art installation ruined.png Mega Art Installation 4800 20000 Is always a trinary system
Strategic coordination center ruined.png Strategic Coordination Center 4800 15000
Mega shipyard ruined.png Mega Shipyard 3600 10000
Quantum catapult ruined.png Quantum Catapult 3600 10000 Is always a pulsar system
Quantum catapult ruined.png Quantum Catapult (Slingshot to the Stars) 3600 2500 Is always a pulsar system next to the origin homeworld

Empires with the Origins slingshot to the stars.png Slingshot to the Stars origin can repair the special Quantum Catapult without the Tech mega engineering.png Mega-Engineering technology.

Aetherophasic Engine[edit | edit source]

The Aetherophasic Engine is a megastructure that will appear in the capital system of every empire that reaches the final crisis level. Each stage of the megastructure requires gargantuan amounts of Dark Matter.png dark matter as well as 10 years to upgrade. If the system is conquered by another empire, the megastructure is ruined and can be repaired if the original empire reclaims it. Empires that reached the same crisis level and lost their Aetherophasic Engine but conquer a new one will have the option to take control of the new megastructure.

Visually, it resembles the Dyson Sphere generating unique system-wide visual effects the more it is upgraded.

Stage Energy.png Energy Minerals.png Minerals Mod navy size add.png Naval capacity Diplomacy opinion.png Opinion Dark Matter.png Dark matter required Reward if destroyed Effects
I +100 +250 +100 0 0
  • Influence.png 200 Influence if not crisis level 5
  • Alloys.png 5000 Alloys if not crisis level 5
  • Dark Matter.png 10000 Dark matter if crisis level 5
None
II +200 +500 +150 0 20000
  • Influence.png 300 Influence if not crisis level 5
  • Alloys.png 7500 Alloys if not crisis level 5
  • Dark Matter.png 15000 Dark matter if crisis level 5
Entering the Shroud displays a new set of messages
III +400 +1000 +200 −1000 30000
  • Influence.png 400 Influence if not crisis level 5
  • Alloys.png 10000 Alloys if not crisis level 5
  • Dark Matter.png 20000 Dark matter if crisis level 5
  • Within 1-2 years, 5% of the owned systems will be invaded by shroud avatars
IV +800 +2000 +250 −1000 40000
  • Influence.png 600 Influence if not crisis level 5
  • Alloys.png 15000 Alloys if not crisis level 5
  • Dark Matter.png 30000 Dark matter if crisis level 5
  • Within 1-2 years, 10% of the owned systems will be invaded by shroud avatars
  • Up to 6 pops with the Trait psionic species.png psionic trait die
  • Up to 2 leaders with the Leader trait psionic leader.png psychic trait die
V - - - - 50000 -
  • Game victory
  • The galaxy is destroyed

References[edit | edit source]

  1. Setting abandoned gateways to 0 will block the use of gateway technology as an empire must discover at least one gateway to unlock the research. The Galactic Doorstep origin will still spawn a pair of abandoned gateways if the setting is otherwise 0. Awakened Empires will always build Gateways regardless of settings.
Game concepts
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