Megastructures
Version

This article is for the PC version of Stellaris only.
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:
Master Builders ascension perk increases the build speed by +50%
Living Metal Mega-Construction edict increases the build speed by +50%
Architectural Renaissance unity ambition also increases the build speed by +50%
The Isolated Contingency Core relic triumph increases the build speed by +300% for 10 years
FTL megastructures[edit | edit source]
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
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]
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 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
6000 energy and
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 Gateway Activation technology is researched, the
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
75 influence and
2500 alloys. Upgrading it into a fully functional Gateway takes 3 years and costs
6000 energy and
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.
![]() |
Available only with the Distant Stars DLC enabled. |
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]
![]() |
Available only with the Overlord DLC enabled. |
Hyper Relays can be constructed once the 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
25 influence,
500 alloys, and
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
500 energy,
500 alloys, and
100 rare crystals, taking 6 months to complete.
Hyper Relays can grant additional effects based on 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]
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
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]
Artificial planets in all but name, habitats have a 70% 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,
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
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 DLC is installed any empire can research the technologies to construct and upgrade habitats.
- Empires with the
Void Dwellers origin starts with 3 habitats and the technology to construct more. They can research the technology to upgrade them.
- Empires with the
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 DLC.
- Empires with the
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 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:
The Voidborne ascension perk adds
+20% habitability to habitats (resulting in 90% habitability without other modifiers) and unlocks
+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]
![]() |
Available only with the Overlord DLC enabled. |
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 +100% Fire Rate.
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.
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.
Multi-stage megastructures[edit | edit source]
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
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:
Master Builders ascension perk
Architectural Renaissance ambition edict
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 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![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
|
![]() |
Stage I (Frame) | None | None | ![]() |
![]() | |||
Stage II (1 Segment) | ![]() |
None | ![]() |
![]() | |||
Stage III (2 Segments) | ![]() |
None | ![]() |
![]() | |||
Stage IV (3 Segments) | ![]() |
None | ![]() |
![]() | |||
Stage V (Completed) | ![]() |
None | ![]() |
![]() | |||
Dyson Sphere![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
|
![]() |
Stage I (Frame) | None | None | ![]() |
![]() ![]() | |||
Stage II (Partial 25%) | ![]() |
None | ![]() |
![]() ![]() | |||
Stage III (Partial 50%) | ![]() |
None | ![]() |
![]() ![]() | |||
Stage IV (Partial 75%) | ![]() |
None | ![]() |
![]() ![]() | |||
Stage V (Completed) | ![]() |
None | ![]() |
![]() ![]() | |||
Science Nexus![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
![]() | |
Stage I (Hub) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Research Wings) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Completed) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Sentry Array![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
|
![]() |
Stage I (Sentry Hub) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Sentry Spire) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Sentry Aerials) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage IV (Completed) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Matter Decompressor![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
![]() | |
Stage I (Anchor) | ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Lensing) | ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Boring) | ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage IV (Completed) | ![]() |
![]() |
![]() |
![]() ![]() | |||
Mega Art Installation![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
![]() | |
Stage I (Nascency) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Maturity) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Completed) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage IV (Perfection) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Strategic Coordination Center![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
![]() | |
Stage I (Hull) | ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Comms) | ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Completed) | ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Interstellar Assembly![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
![]() | |
Stage I (Locus) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Consul Ring) | ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Forum Modules) | ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage IV (Completed) | ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Mega Shipyard![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
|
![]() |
Stage I (Framework) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage II (Core) | ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Stage III (Complete) | ![]() ![]() ![]() |
![]() |
![]() |
![]() ![]() | |||
Quantum Catapult![]() |
Site | None | ![]() |
![]() |
![]() ![]() |
|
![]() |
Stage I (4 lenses) | ![]() ![]() |
![]() |
![]() |
![]() | |||
Stage II (8 lenses) | ![]() ![]() ![]() |
![]() |
![]() |
![]() | |||
Stage III (Complete) | ![]() ![]() ![]() |
![]() |
![]() |
![]() | |||
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
| ||
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
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 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 DLC is enabled. It is completely ruined and each section requires repairing. If the
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 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
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]
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 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.
Empires with the Slingshot to the Stars origin can repair the special Quantum Catapult without the
Mega-Engineering technology.
Aetherophasic Engine[edit | edit source]
![]() |
Available only with the Nemesis DLC enabled. |
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 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.
References[edit | edit source]
- ↑ 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.
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |