Megastructures

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This article is considered accurate for the current version (2.2) of the game.

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. All of them require unlocking certain technologies or perks to be built.

Construction[edit]

There are three types of megastructures: gateways, habitable projects and galactic wonders. Systems can only host one megastructure (Unless its a habitat), except for gateways, which can be built in systems where there is already a megastructure. Habitable megastructures (habitats and ringworlds) can be colonized but will be irreparably destroyed if a crisis overruns them. Galactic wonders provide massive bonuses and cannot be destroyed by any crisis, but are limited to one per empire. All megastructures have a different textures depending on the empire that built them.

It is only possible to build, upgrade, or restore one megastructure at a time, except in the case of habitats and gateways.

A construction ship is required to build the first stage of any megastructure. If the megastructure has multiple stages, the following stages do not require the construction ship.

Unlocking new megastructures[edit]

Except for gateways, ascension perks are required to unlock the ability to build new megastructures. An empire that conquers a system with a megastructure can use it, but if the construction was partial, it will not be able to continue its construction without the required ascension perk. Damaged megastructures found through exploration, however, can be reconstructed by unlocking the Tech mega engineering.png Mega Engineering technology. The following ascension perks allow for the construction of megastructures:

Ap slot available.png Ascension perk Technology requirements Unlocks
Ap voidborn.png Voidborne Tech starbase 4.png Star Fortress
Ap galactic wonders.png Galactic Wonders Tech mega engineering.png Mega-Engineering

Bonuses[edit]

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

  • Master Builders Master Builders ascension perk increases the build speed by +50%
  • Menu icon policies and edicts.png Living Metal Mega-Construction edict increases the build speed by +50%
  • Menu icon policies and edicts.png Architectural Renaissance unity ambition also increases the build speed by +50%

Gateways[edit]

Real scale of a Gateway

While exploring the galaxy, empires can find abandoned gateways that were once part of a massive, galaxy-spanning network. Reverse-engineered from encountered abandoned gateways, these megastructures require the Tech gateway activation.png Gateway Activation technology and can be used to travel directly to any other active gateway in the galaxy. Reactivation of gateway takes 2 years and costs 6 000 Energy Credits.png energy and 2 500 Alloys.png alloys.

When the first gateway in the galaxy is re-activated, another random gateway will also be re-activated along with it. As opposed to wormholes, both gateways must be owned by the same empire or two empires with open borders in order to be able to travel through them. Gateways of opposing empires are unusable during war, even when the system is occupied. However, systems with gateways count as bordering for the purposes of diplomacy, so every opened gate increases diplomatic tension between all active gate-owners. Claims cannot be extended through gateways. Additionally, gateways are able to greatly enhance and simplify trade infrastructure.

Eventually, empires can build their own gateways by researching the Tech gateway construction.png Gateway Construction technology. Notice, that this tech requires having some civilization with an access to pre-existing gateways, so if gateways were disabled during galaxy creation it is impossible to build any new. Each system can have only one gateway, but black hole systems with an L-Gate can also have a regular gateway constructed. Gateways can be built in systems in which there is already a megastructure. The construction site is built in only 3 years and costs 100 Influence.png influence and 2 500 Alloys.png alloys. Upgrading it to a gateway takes 5 years and costs 6 000 Energy Credits.png energy and 2 500 Alloys.png alloys.

L Gates[edit]

Some Black Hole systems are home to L-Gates. These heavily modified gateways cannot be activated with the Tech gateway activation.png Gateway Activation technology. Upon first encountering one, the L-Cluster entry will be added to the Situation Log, requiring the collection of 7 L-Gate Insights. Insights can be obtained from investigating anomalies, defeating certain enemies, researching the rare L-Gate Insight repeatable Voidcraft.png Voidcraft technology or asking the Curator Order for an insight every decade (-5000 Energy Credits.png Energy).

Once 7 L-Gate Insights have been collected, the technology Tech repeatable lcluster clue.png L-Gate Activation will become available for research. The empire will have to own a system with an L-Gate before it can access the L-Cluster. Finally, a special project will be added to activate the L-Gate, taking 180 days for a science ship to open the gate.

Opened L-Gates grant access to the L-Cluster, a cluster of stars located north-east of the galaxy and entirely inaccessible through the regular hyperlane network or experimental subspace navigation and too far for Psi Jump Drive range. The L-Cluster contains a unique Strategic Resource: Nanites. If a ringworld is built inside the L-Cluster, then while its construction will remove the planets in the system and make the original resources unavailable, the uninhabitable sections of the ringworld will contain some of the the resources instead as the habitable sections are completed, sometimes more than there were originally.

Once the first L-Gate is activated one of four things will be found, with the following weights:

Outcome Weight Opens all L-gates
Gray Tempest 50 Yes.png
Dessanu Consonance 30 Yes.png
Gray 30 No.png
L-Drakes 30 Yes.png

The outcome is rolled at the start of the game so reloading a previous save will not alter the result.

Up to 10 L-Gates can exist in a galaxy and new ones cannot be constructed. Only one L-Gate is located in the L-Cluster, in the Terminal Egress system, and as a result any L-Gate in the galaxy will connect to the same gate in Terminal Egress but the Terminal Egress gate can be used to travel to any L-Gate inside the galaxy.

Habitable megastructures[edit]

Habitats[edit]

Mammalian habitat.

Artificial planets in all but name, habitats have a Planet Size.png planet size of 6 (unless the owner has the Master Builders Master Builders ascension perk, in which case the habitat will have a planet size of 8 ) to work coupled with 100% Mod habitability.png habitability for all species. Its appearance is dependent on the builders' empire appearance. The constructed habitat still requires colonization.

Habitats have a unique set of districts distinct from normal planetary ones.

The project takes 5 years to complete and costs a total of 200 Influence.png influence and 3 000 Alloys.png alloys. Unlike other megastructures, habitats do not require a construction site and are finished in one go by the construction ship.

Habitats require the Voidborne Voidborne ascension perk to be built. They cannot be built on moons or planets with an anomaly.

If a habitat is destroyed by a crisis or World Cracker it will never be possible to build another habitat on the same spot, or even a mining/research station, so any Strategic.png strategic resources on the planet are permanently lost.

Ringworlds[edit]

Finished Ring world.

Immense in both radius and scope, ringworlds encircle their system's star and award their owner four ringworld sections when fully constructed. The carefully designed ecosystems and finely-tuned atmospheres of their sections offer perfect living conditions towards all residing species, granting inhabitants 100% Mod habitability.png habitability on the ring world's surface.

Ringworlds do not have planetary features like regular planets, and their planet art resembles that of Planet gaia.png Gaia worlds. Unlike habitats, they use the normal building and district set. Ringworlds are limited to City, Agriculture and Generator Planetary Districts, with a limit of 50 per section for a total of 200 per completed ringworld.

The project takes 58.33 years to complete and costs a total of 300 Influence.png influence and 55 000 Alloys.png alloys. With the Ap master builders.png Master Builder ascension perk it takes 38.88 years instead. However, because each section is built separately after the completion of the frame, the Ringworld can be a valuable and productive asset long before its completion.

The initial site is built by a construction ship around the star, and cannot be begun if another construction ship is building a megastructure or if the system contains habitable planets. Once the site is complete, the subsequent sections built without the need for a construction ship.

Ringworlds cannot be built around black holes or in systems with multiple stars. All planets in the system are consumed upon the completion of the frame. As habitable sections of the ringworld are completed, additional, uninhabitable sections will also appear in the spaces between them. These serve little purpose except if the ringworld is built in the L-Cluster, in which case they can be mined for the unique Strategic Resources present in the cluster.

Building ringworlds requires the Ap galactic wonders.png Galactic Wonders ascension perk. The following list shows the upgrade order:

Stage Upkeep Time Cost
Ring World Site.png Site Energy Credits.png -5 Time 5 years
Master Builders 3.33 years
Influence.png 300
Alloys.png 5 000
Ringworld frame.png Frame None Time 13.3 years
Master Builders 8.88 years
Alloys.png 10 000
Ring World Habitable.png Completed Section (x4) None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Evt Ringworld.png Total Cost None Time 58.33 years
Master Builders 38.88 years
Influence.png 300
Energy Credits.png 800 (site upkeep)
Alloys.png 55 000

Construction Events[edit]

The following events can take place while constructing a ringworld:

  • Favorable leadership conditions increase the building speed by 20%.
  • A mineral deposit is discovered and you are given the option to halt construction for 20 days to get 500 Alloys.png alloys or proceed with the schedule.
  • A number of workers might go missing, delaying the construction for a month. Two months later it will be revealed that one of the planets used in the construction had a species of furry worms the workers have grown fond of. You are given the option to either exterminate them and delay construction for a month or allow them on the building site. Whatever choice is made a month later the worms will be found feeding on the missing workers underground and be exterminated.
  • Another empire might contact you, thinking that you are making weapons of mass destruction on your ring world. They will want to inspect the ring world. If you accept the request the construction will be halted and the empire gets the Request accepted opinion modifier (+40 Diplomacy opinion.png opinion, -2 yearly). If you declined they get the Request refused modifier, with a penalty of -40 Diplomacy opinion.png opinion.
  • Another empire can contact you, asking you to allow them to base a group of researchers on your ringworld. If accepted, no time delay will occur, and after a period of time has elapsed (approx. 31 days from acceptance) you will receive 250 engineering points. The empire asking will be a fanatic egalitarian and may be on any diplomatic relation level with your empire. There is a Request accepted opinion modifier (+40 Diplomacy opinion.png opinion, -2 yearly).

Conquerable Ringworlds[edit]

Up to 7 ringworlds can spawn naturally in a game in various states. Damaged segments can be repaired with the Tech mega engineering.png mega-engineering tech 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.
  • 3 in the systems of the Ancient Caretakers. 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.
  • 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 Utopia.png Utopia DLC is activated. It is completely ruined and each section requires repairing. If the Distant Stars.png Distant Stars DLC is activated as well the system can contain an unique anomaly.

Strategy[edit]

Given sufficient resources to construct them, habitats allow even a compact empire to rapidly grow its population, as any number of habitats may be constructed at a time, they can be constructed around a wide variety of celestial bodies, and their buildings are relatively quick to set up. Since research and unity penalties scale towards empire sprawl rather than number of colonies, they are highly efficient for tall empires, as Habitat districts provide a larger amount of housing and jobs compared to regular planet districts. Gestalt consciousness.png Gestalt Consciousness empires can build housing buildings on habitat, further improve its performance.

Ringworlds cost 45% less Alloys.png alloys per district than habitats (275 for ringworlds vs 500 habitats), but 95.5% less Influence.png influence (1.5 for ringworlds vs 33.33 for habitats). This calculation changes slightly with the Master Builders Master Builders ascension perk due to the increased size of habitats (from 6 to 8 districts). In this case, Ringworlds cost 27% less Alloys.png alloys per district than habitats (275 for ringworld vs. 375 habitat), and 94% less Influence.png influence (1.5 for ringworld vs. 25 for habitats).

Ringworlds can only be constructed one at a time, and their superlative size greatly increases the empire sprawl, but it serves as an ideal place for mass-producing Energy Credits.png Energy Credits and Food.png Food since ringworld section has no deposit limit. Since they consume all planets in their system when built (other than the star), it is generally recommended to construct them in systems that are poor in natural resources. If an empire has no Influence.png influence banked and earns 5 Influence.png influence per month, it will take 1 200 Time days to earn enough influence to build a habitat which is the same amount of time it takes to build the habitat with the Master Builders Master Builders ascension perk. Under the same conditions, a ring world may be started every 1 800 Time days, but allows for a construction that takes 21 000 Time days (or 14 000 Time days with the Master Builders Master Builders ascension perk) and only one section can be built at a time. This means that for maximum expansion speed, one should alternate the construction of ringworlds with that of habitats.

Both Ringworlds and Habitats are excellent expansion choices for a Civic life seeded.png Life-Seeded empire.

Galactic Wonders[edit]

These megastructures require the Galactic Wonders Galactic Wonders ascension perk and each can only be built once per empire. However their bonuses are massive and they cannot be destroyed, only captured. Habitats can also be built in the same system as Galactic Wonders. Galactic Wonders cannot be built if there is an existing orbital station (mining/research station), however they can be built around secondary and tertiary stars in multi-star systems. Each Galactic Wonder starts 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.

Galactic Wonders conquered from other empires do not count against the build limit, nor do ruined ones that are found and repaired.

Galactic Wonder Production Upkeep Time Cost Notes DLC
Dyson Sphere
Evt Dyson Sphere.png
Site None Energy Credits.png -5 Time 5 years
Master Builders 3.33 years
Influence.png 300
Alloys.png 5 000
  • Can only be constructed around regular stars
  • Cannot be built if there are habitable planets, anomalies, mining or research stations present
  • Upon completion all rocky planets and moons in the system turn into frozen or cold barren worlds
  • Habitats will be unable to construct solar power processors
Utopia.png
Stage I (Frame) None None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Stage II (Partial 25%) Energy Credits.png +250 Energy None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Stage III (Partial 50%) Energy Credits.png +500 Energy None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Stage IV (Partial 75%) Energy Credits.png +750 Energy None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Stage V (Completed) Energy Credits.png +1000 Energy None Time 10 years
Master Builders 6.66 years
Alloys.png 10 000
Science Nexus
Evt Science Nexus.png
Site None Energy Credits.png -25 Time 5 years
Master Builders 3.33 years
Influence.png 300
Alloys.png 5 000
  • 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 Credits.png -50 Time 10 years
Master Builders 6.66 years
Alloys.png 15 000
Stage II (Research Wings) Research.png +200 Research
Mod country all tech research speed.png +10% Research Speed
Energy Credits.png -75 Time 10 years
Master Builders 6.66 years
Alloys.png 15 000
Stage III (Completed) Research.png +300 Research
Mod country all tech research speed.png +15% Research Speed
Energy Credits.png -100 Time 10 years
Master Builders 6.66 years
Alloys.png 15 000
Sentry Array
Evt Sentry Array.png
Site None Energy Credits.png -20 Time 5 years
Master Builders 3.33 years
Influence.png 300
Alloys.png 5 000
  • Until finished the Sentry Array cannot see through nebulae
Utopia.png
Stage I (Sentry Hub) Mod planet sensor range mult.png +20 Hyperlane Scanner Range Energy Credits.png -40 Time 5 years
Master Builders 3.33 years
Alloys.png 10 000
Stage II (Sentry Spire) Mod planet sensor range mult.png +40 Hyperlane Scanner Range Energy Credits.png -60 Time 5 years
Master Builders 3.33 years
Alloys.png 10 000
Stage III (Sentry Aerials) Mod planet sensor range mult.png +60 Hyperlane Scanner Range Energy Credits.png -80 Time 5 years
Master Builders 3.33 years
Alloys.png 10 000
Stage IV (Completed) Mod planet sensor range mult.png Entire Galaxy Hyperlane Scanner Range Energy Credits.png -100 Time 5 years
Master Builders 3.33 years
Alloys.png 10 000
Matter Decompressor
Evt Matter Decompressor.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 3 000
  • Can only be constructed around black holes
MegaCorp.png
Stage I (Anchor) Minerals.png +250 Minerals Energy Credits.png -25 Time 6.5 years Alloys.png 12 500
Stage II (Lensing) Minerals.png +500 Minerals Energy Credits.png -50 Time 6.5 years Alloys.png 12 500
Stage III (Boring) Minerals.png +750 Minerals Energy Credits.png -75 Time 6.5 years Alloys.png 12 500
Stage IV (Completed) Minerals.png +1000 Minerals Energy Credits.png -100 Time 6.5 years Alloys.png 12 500
Mega Art Installation
Evt Mega Art Installation.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5 000
MegaCorp.png
Stage I (Nascency) Unity.png +100 Unity
Amenities.png +5% Amenities
Energy Credits.png -10 Time 3.3 years Alloys.png 15 000
Stage II (Maturity) Unity.png +200 Unity
Amenities.png +10% Amenities
Energy Credits.png -20 Time 3.3 years Alloys.png 15 000
Stage III (Completed) Unity.png +300 Unity
Amenities.png +15% Amenities
Energy Credits.png -30 Time 3.3 years Alloys.png 15 000
Strategic Coordination Center
Evt Strategic Coordination Center.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5 000
MegaCorp.png
Stage I (Hull) Mod fleet size add.png +50 Naval Capacity
Spaceport 1.png +2 Starbase Capacity
Spaceport 1.png +4 Defense Platforms
Mod ship speed mult.png +5% Sublight Speed
Energy Credits.png -25 Time 6.5 years Alloys.png 15 000
Stage II (Comms) Mod fleet size add.png +100 Naval Capacity
Spaceport 1.png +4 Starbase Capacity
Spaceport 1.png +8 Defense Platforms
Mod ship speed mult.png +10% Sublight Speed
Energy Credits.png -50 Time 6.5 years Alloys.png 15 000
Stage III (Completed) Mod fleet size add.png +150 Naval Capacity
Spaceport 1.png +6 Starbase Capacity
Spaceport 1.png +12 Defense Platforms
Mod ship speed mult.png +15% Sublight Speed
Energy Credits.png -75 Time 6.5 years Alloys.png 15 000
Interstellar Assembly
Evt Interstellar Assembly.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5 000
  • Can only be constructed in the capital system
MegaCorp.png
Stage I (Locus) Diplomacy opinion.png +10 Other Empires' Opinion
Mod planet migration all pull.png +25% Immigration Pull
Consumer goods.png -10 Time 3.3 years Alloys.png 10 000
Stage II (Consul Ring) Diplomacy opinion.png +20 Other Empires' Opinion
Mod planet migration all pull.png +50% Immigration Pull
Consumer goods.png -20 Time 3.3 years Alloys.png 10 000
Stage III (Forum Modules) Diplomacy opinion.png +30 Other Empires' Opinion
Mod planet migration all pull.png +75% Immigration Pull
Consumer goods.png -20 Time 3.3 years Alloys.png 10 000
Stage IV (Completed) Diplomacy opinion.png +50 Other Empires' Opinion
Mod planet migration all pull.png +100% Immigration Pull
Consumer goods.png -30 Time 3.3 years Alloys.png 10 000

Ruined Galactic Wonders[edit]

Ruined Dyson Sphere

A ruined version of a Galactic Wonder can be found while exploring the galaxy, with the largest galaxies having a chance to spawn two or even all three ruined Galactic Wonders. Repairing them only requires the Tech mega engineering.png mega-engineering technology and no ascension perks. If not yet researched, running into a ruined Galactic Wonder also grants a better chance for Tech mega engineering.png mega-engineering to appear as a researchable technology.

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. Another megastructure may also be constructed in the same system as a ruined or restored one.

Ruined Megastructure Time Time Alloys.png Alloys
Dyson Sphere 7200 20000
Science Nexus 4800 15000
Sentry Array 4800 15000
Matter Decompressor 4800 20000
Mega Art Installation 4800 20000
Strategic Coordination Center 4800 15000
Interstellar Assembly 3600 20000
Game concepts