Megastructures

(Redirected from Sentry Array)

Version

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This article has been verified for the current PC version (3.14) of the game.

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 object that has an uninvestigated anomaly. All megastructures except Gateway map icon.png Gateways are destroyed if a Star-Eater destroys the system and cannot be restored after.

Stylized art of a Dyson Sphere under construction

ConstructionEdit

All megastructures require a construction ship for their initial stage; later stages do not. Many megastructures have different visual textures depending on the ship appearance of the empire that built or restored them.

Each stage of a megastructure has a required time to build measured in days. By default, construction progress is equal to 1 per day. The following factors modify this, generally increasing the rate such as progress might be 1.5, 2, or even more per day. Thus, a megastructure stage that requires 3600 days (10 years) can be completed in fewer than 3600 days.

Megastructure construction speed0
Source Effect
  Isolated Contingency Core relic triumph +300%
  Master Builders ascension perk +50%
  Architectural Renaissance ambition edict +50%
  Living Metal Mega-Construction edict +50%
  Void Hive civic +10%
Secrets of the Cybrex empire modifier +10%
  Galactic Doorstep origin +5%

FTL megastructuresEdit

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 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. They can also be dismantled if the empire has the technology to build them and is at peace. Unlike other megastructures, they can be constructed in the systems of subjects as well.

GatewaysEdit

 
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 or disabled by galaxy settings. Note that even if gateways are disabled, at least one gateway will exist in the galaxy if any empire has the   Galactic Doorstep or   Imperial Fiefdom origin.

Once an abandoned gateway is discovered, the   Gateway Activation technology can be drawn; this technology allows abandoned gateways to be repaired. Repairing an abandoned gateway takes 2 years and costs   6000 energy and   2500 alloys. When a gateway is activated for the first time in the galaxy, another random gateway is also activated along with it.

Once the   Gateway Activation technology is researched, the   Gateway Construction technology can appear, which allows new gateways to be constructed. Gateway construction first requires a construction ship to build a gateway site, which must be located outside of the system's gravity well. The gateway site takes 3 years to complete and costs   75 influence and   2500 alloys; this occupies the construction ship throughout the process. Once the site is complete, upgrading to a fully functional Gateway takes another 5 years and costs   6000 energy and   2500 alloys, but this does not require a construction ship.

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 do not extend through gateways. Dismantling a gateway costs   2500 Energy and takes 1 year.

Repairing any gateway has a 20% chance to discover the legendary paragon, Skrand Sharpbeak; this chance increases to 50% on subsequent repairs or if the planet Skravird has been discovered. If the empire has the   Galactic Doorstep origin, the chance is 33% for the first gateway and 67% for subsequent gateways or if Skravird has been discovered.

L-Gates

  L-gates are a special type of gateway, with 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 that system's borders are open or the fleet's owner is at war with the system's owner. L-Gates are opened through a special project, and new L-Gates cannot be constructed.

Hyper RelaysEdit

 
Real scale of a Hyper Relay
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 Hyper Relay is ruined. Dismantling a Hyper Relay costs   500 Energy[1] and takes 1 year; empires with the
   Scavengers
  Scavengers
  Refurbishment Division
civic gain   50 alloys, and   10 rare crystals.

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, which places them semi-randomly within the system. In systems with   wormholes or existing   gateways, it is recommended to instead go into the system view to manually place the Hyper Relay near to the wormhole or gateway to better facilitate travel, as Hyper Relays do not connect through wormholes or gateways.

HabitatsEdit

 
Mammalian habitat central complex

Habitats are colonizable megastructures that can be built above stars or planets and are finished in a single stage. Each system can only have one colonizable Habitat, the Habitat Central Complex. Habitats cannot be built in systems with a ring world or above planets with another megastructure.

Building a Habitat Central Complex requires the   Orbital Habitats technology, costs   200 Influence and   1500 Alloys and takes 5 years to construct. The habitat still requires colonization, but the colony develops twice as fast as on planets.

Initially, the Habitat Central Complex has no planetary features aside from the ones provided by the celestial object it has been constructed over. Once the Habitat Central Complex has been finished, orbitals can be constructed in the system. Orbitals are stations that increase the   building slots and/or max districts of the Habitat Central Complex. When orbitals are reduced to   5% Hull Points, they are disabled and the Habitat Central Complex gains   10 Devastation and a blocker.

Structure Built on Effects Requirements Cost Blocker created when disabled
  Habitat Central Complex Star or planet
  •   Can be colonized
  •   Enables construction of Orbitals in the system
  •   Additional effects based on the deposit
  • Neither is present in the system:
  •    Habitat Central Complex
  •    Ring World
  •   1800
  •   1500
  •   200
N/A
Requires a   Habitat Central Complex in the system:
  Major Orbital Star or planet
  •   +0.5 Max districts if   Tier I capital
  •   +0.75 Max districts if   Tier II capital
  •   +1 Max districts if   Tier III capital
  •   Additional effects based on the deposit
  •   720
  •   200
  Ruined Major Orbital
  Demesne Outpost Planet
  •   Max districts effects same as Major Orbital
  •   +1 Knight job
  •   No effects from the deposit
  •   Knights of the Toxic God
  •   Maw of the Toxic Entity relic
  •   720
  •   200
  Ruined Major Orbital
  Minor Orbital Moon or asteroid   Effects based on the deposit
  •   180
  •   50
  Ruined Minor Orbital

Habitats have a unique set of districts.   Habitation districts and   Industrial districts are only limited by   district cap but other districts require either the Habitat Central Complex or its orbitals to be built over an   Energy,   Research, special   strategic resource,   Minerals, or   Alloys deposit.

If either the Habitat Central Complex or an orbital is built above a celestial object with a     strategic resource, the habitat gains a planetary feature that exploits the resource, assuming the technology to exploit it normally has been researched. Those deposits do not grant any districts.

Both the Habitat Central Complex and orbitals make deposits inaccessible to mining and research stations. If the celestial object already had a mining or research station, building a habitat or orbital above it dismantles the station.

Only   Gestalt Consciousness,   Void Dwellers or empires with the   Voidborne ascension perk can construct housing buildings on Habitats.

Habitats have a planet size of 6. They are shown in one of three tiers in the outliner, depending on the level of the capital building.

Tier Building     Building slots
per Housing Orbital
  Max districts
per Major Orbital
  Branch Office
building slots
  Required pops Required technology
I   Habitat Administration 40% +0.5 +0.5 +1 0   Orbital Habitats
II   Habitat Central Control 50% +0.75 +0.75 +2 10   Habitat Expansion
III   Habitat System Control 60% +1 +1 +3 25   Advanced Space Habitation

Orbitals built over resource deposits give additional district type capacity or jobs that correspond to the deposits.

Deposit resource District type Other benefits
None
  •   +0.5 Building slots if   Tier I capital
  •   +0.75 Building slots if   Tier II capital
  •   +1 Building slots if   Tier III capital
  Food
  Energy   +3 Reactor Districts
  Minerals   +3 Astro-Mining Bays
  Alloys or   consumer goods Deposit is duplicated on the habitat
  Living metal or   nanites Deposit is duplicated on the habitat
  Research or   Unity   +3 Zero-G Research Districts
     
Special resources
Deposit is duplicated on the habitat
    Strategic resources Deposit that grants   resource gatherer jobs equal to the original deposit's size is created on the habitat
(ex.
  +3 Gas Extractors
    Gas Extractors
    Gas Extraction Drones
for a   +3 deposit)

The following unlock the ability to build habitats:

  •   If the Utopia DLC is active, any empire can research the technologies to construct and upgrade habitats.
  •   Empires with the   Void Dwellers origin start with a habitat and the technology to build more. They can research the technology to upgrade them from the start.
  •   Empires with the   Knights of the Toxic God origin start with a habitat. They can research the technology to build more from the start but cannot research the technology to upgrade them without the   Utopia DLC.
  •   If the Apocalypse DLC is active, empires created by the Horde breaking up start with the technology to construct habitats. These habitats can be captured by other empires.

Habitats can otherwise be obtained in the following ways:

  • The Federation's End unique system can randomly spawn, containing two habitats. The system does not require any DLC to spawn but does not enough celestial objects support orbitals.
  •   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. Choosing the habitat unlocks the technology to build more.
  •   If the First Contact DLC is active, the Ithome cluster has a 25% chance to spawn. The Ithome's Gate system contains 3 habitats. The system cannot support orbitals but each habitat has a unique modifier granting it max   Habitability and   Building Slots.
  •   If the Cosmic Storms DLC is active, a habitat can be obtained by completing the Hold the Line archaeological site.

Habitat Central Complexes can be ruined by a colossus or crises. If ruined, all orbitals are destroyed.

Orbital ringsEdit

 
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 in the system or provide useful bonuses for the planet below. They do not require a construction site and are finished in a single stage by the construction ship. Tier 2 and 3 are upgraded similarly to starbases without the need for a construction ship. Orbital rings also have   +100% fire rate.

Tier Time Cost Upkeep Modules Buildings Platforms   Hull   Armor Weapons range Weapons Utilities Requirements
1
  •   720
  2 2 0   2 5000 1000 +100%   Orbital Rings technology
2
  •   900
  3 3 1   4 10000 2000 +150%
  •   Star Fortress technology
  •   Tier II capital or Planetary Ascension tier 3
3
  •   1080
  4 4 2   6 20000 2000 +200%
  •   Citadel technology
  •   Tier III capital or Planetary Ascension tier 5

Ruined Orbital Rings can be rebuilt at a cost of   500 alloys and   50 influence and 2 years of construction time. This does not require a construction ship. A ruined Orbital Ring can be discovered in a random binary system.

ModulesEdit

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 on the planet provides additional bonuses to each module.

Module Time Cost Upkeep Effects   Orbital Assembly Complex bonus Required technology
  Orbital Anchorage
Fleet anchorages are necessary to support the growth of our navy.
  180   50   1
  •   +4 Naval capacity
    •   +2 with   Naval Logistics Office building
  •   +2 Naval capacity
  Orbital Vivarium Tank
External tanks partially exposed to space that can safely house captured Space Fauna.
  180   50   1
  •   +10 Vivarium capacity
  •   +10% Space fauna growth rate
  Gravity Snares
  Habitation Module
High-speed space elevators allow the planet to extend its habitation, resource storage and refinement facilities into orbit.
  360   200
  25
  2
  •   +1 Max district for the planet
  •   +0.5 Building slots for the planet
  Anti-Gravity Engineering

Fleet modulesEdit

Fleet modules allow the orbital ring to construct fleets. Multiple fleet modules may be constructed to produce multiple ships or space fauna in parallel but only one type of fleet module can be constructed on an orbital ring. Each fleet module costs 50   alloys, takes   180 days to construct and has an   energy upkeep of 1 unit per month. Each fleet module can produce two ships or space fauna at a time instead of one if an   Orbital Assembly Complex is constructed on the planet.

Module Can produce Vivarium capacity Requirements
Civilian ships Military ships Space fauna
  Orbital Shipyard
A Shipyard may build one ship at a time, in parallel with other Shipyards.
     
  Orbital Hatchery
Hatcheries incubate Space Fauna Genetic Material we have collected and produce viable new specimens under our control. We can produce more powerful creatures by collecting more advanced genetic samples with our Gravity Snares.
        +5
  •   Artificial Breeding technology
  •  
         Beastmasters
      Beastmasters
      Space Ranchers
      Wild Swarm
      Biodrones
  Orbital Beastport
Beastports are specially modified Hatcheries that can both clone Space Fauna and construct basic Civilian Ships.
        +5
     Beastmasters
  Beastmasters
  Space Ranchers
  Wild Swarm
  Biodrones

Defense modulesEdit

Defense modules increase the orbital ring's effectiveness in combat and allow for the construction of additional defense platforms. Each defense module costs 50   alloys, takes   180 days to construct and has an   energy upkeep of 1 unit per month.

Module Weapons added Other effects   Orbital Assembly Complex bonus Required technology
  Planetary Defense Guns
Adds two medium-size weapon slots to the Orbital Ring.
  +2 Medium
  •   +20% Orbital ring armor hit points
  •   +20% Orbital ring hull points
  •   +1 Defense platform cap
  •   +1 Defense platform cap
  Planetary Defense Batteries
Adds two guided weapon slots to the Orbital Ring.
  +2 Guided   Space Torpedoes
  Planetary Defense Hangars
Adds a hangar for Strike Craft to the Orbital Ring.
  +1 Hangar   Carrier Operations

BuildingsEdit

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   360 days to build.

Building Cost Upkeep Planet effects Requirements
  Climate Optimization Stations
Detailed monitoring of local conditions means we can influence the planet's climate at a regional level, increasing agricultural yields.
  100
  100
  2
  1
  +2 Food from   Farmers   Advanced Food Processing
  Low Gravity Mega-Refiners
Centralizing mineral refining operations on the Orbital Ring allows for novel techniques that increase mining efficiency.
  100
  100
  2
  1
  +2 Minerals from   Miners   Advanced Mineral Purification
  Stratospheric Ionization Elements
These devices dramatically reduce power loss during distribution, increasing overall generator output.
  100
  100
  2
  1
  +2 Energy from   Technicians   Planetary Power Grid
  Alloy Processing Facilities
Alloys from the surface are further processed in orbit, creating usable materials from what would otherwise be wasted by-products.
  200
  300
  5
  2
  •   +1   −2 from   Metallurgists
  •      If Catalytic
      Catalytic Processing
      Catalytic Recyclers
      Organic Reprocessing
      Organic Retrofitting
    , replaced by:
    •   +1.25   −3 from   Metallurgists
  Nano-Separators
  Orbital Logistics Systems
Transferring logistics operations to automated systems on the Orbital Ring allows planetside Factories to run continuously at full speed.
  200
  300
  5
  2
  +1   −1 from   Artisans   Replicator Kiosks
  The Giga-Mall
Moving all shopping and trade facilities to the Orbital Ring means our Clerks can facilitate more business, more effectively than ever before.
  100
  100
  2
  1
  •   +1 Amenities from   Clerks
  •   +5% Trade Value
  Interstellar Economics
  Orbital Filing System
Efficiency and progress can be ours once more, now that our Administrators have near instant access to the paperwork that defines their lives.
  200
  300
  2
  1
  +1 Unity from   Administrators   Effective Bureaucracy
  Synaptic Relays
Portions of the Orbital Ring have been modified to enhance synaptic signals, improving control over drones on the surface.
  200
  300
  2
  1
  +1 Unity from   Synapse Drones   Clustered Synapses
  Orbital Maintenance Drops
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.
  200
  300
  2
  1
  +1 Amenities from   Maintenance Drones   Resource Processing Algorithms
  Orbital Garden
A vacuum garden for our Orbital Ring, blooming with genetically enhanced plantlife designed to attract spaceborne fauna.
  50
  50
  1
  1
  •   +1 Food from   Farmers
  •   Non-hostile space fauna are attracted and collect Seed Pods
  •   Owned organic fleets collect Seed Pods if in orbit
  Fruitful Partnership
  Orbital Shield Generator
Hardening the shields of the orbital defenses will interfere with any planetary shields, but will allow them to hold off against more powerful weapons.
  200
  300
  5
  2
  •   +25% Orbital ring shield hit points
  •   +25% Defense platform shield hit points
  •   Planetary Shields technology
  •    Planetary Shield Generator on the planet

Planetary building replacementsEdit

The following orbital ring buildings fulfill the same function as certain planet buildings. They have the same requirements to construct and cannot be built if the matching building has been constructed on the planet.

Building Cost Upkeep Planet effects Replaced building Requirements
  Orbital Embassy Complex
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.
  200
  300
  5
  2
  •   +2 Politician jobs
  •   +2 Available Envoys
  •   Embassy Complex
  •   Grand Embassy Complex
  •   Xeno Relations technology
  •   Empire capital
  Orbital Stock Exchange
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.
  200
  300
  5
  2
  •   +1 Merchant job
  •   +20% Trade Value
  Galactic Stock Exchange
  •   Galactic Markets technology
  •     Resort World
  •     Thrall-World
  Orbital Psi Corps
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.
  200
  300
  5
  2
  •   +2 Telepath jobs
  •   +5 Stability
  Psi Corps
  •   Psi Corps tradition
  •     Resort World
  •     Thrall-World
  Noble Estates
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.
  200
  300
  5
  2
  •   +2 Noble jobs
  •   +2 Housing
  Noble Estates
  •   Aristocratic Elite civic
  •     Thrall-World
  Orbital Slave Processing Hub
An orbital facility used to process slave labor for the planet below. Those that have been processed have any trace of free will extinguished.
  200
  300
  5
  2
  •   +5% Slave pop resource output
  •   −25% Slave political power
  •   −50% Automatic resettlement chance
  •   Unemployed slaves automatically resettle
  •   Can recruit Slave Armies
  Slave Processing Facility
  •   Neural Implants technology
  •   Slavery policy set to Allowed
  •     Resort World

Multi-stage megastructuresEdit

Multi-stage megastructures are constructed in multiple stages that require the technology with 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 prerequisite technology.

Multi-stage megastructures start with a construction site that provides no benefit. However, each subsequent construction phase brings 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 a star. There must not be an anomaly present on the planet or star, but an anomaly on another planet or star in the system does not block construction.

Each empire can build build, upgrade, or restore only one multi-stage megastructure at a time. This limit is increased by the following factors:

Megastructure construction limit0
Source Effect
  Master Builders ascension perk +1
  Architectural Renaissance ambition edict +1
  Level 5 Research Cooperative president +1
  Arc Welders origin +1

Most multi-stage megastructures are limited in how many times they may be built. An empire with the   Isolated Contingency Core relic can build an additional megastructure of each type. If an empire loses a limited megastructure, it cannot build another of that type. Megastructures obtained through conquest and ruined ones that were found in the galaxy and repaired do not count against this limit. A conquered incomplete megastructure can still be upgraded as long as the new owner has the prerequisite technology.

Megastructure Stage Production Upkeep   Time Cost Notes Limit DLC
Science Nexus
 
Site None   −5 5 years   5000
  5000
  • Owning a Science Nexus may trigger the Fountain of Youth event chain
    • One potential outcome upgrades the Science Nexus one more stage
1  
Stage I
(Hub)
  +100 Research
  +5% Research Speed
  −25 10 years   5000
  15000
Stage II
(Research Wings)
  +200 Research
  +10% Research Speed
  −50 10 years   5000
  15000
Stage III
(Completed)
  +300 Research
  +15% Research Speed
  −75 10 years   5000
  15000
Stage IV
(Groik Nexus)
  +350 Research
  +15% Research Speed
  −100
Sentry Array
 
Site None   −20 5 years   2500
  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
  • A completed Sentry Array can be obtained by completing the archaeological site in the Ultima Vigilis system
1  
Stage I
(Sentry Hub)
  20 Sensor Range
  +10 Base intel level
  −40 5 years   2500
  10000
Stage II
(Sentry Spire)
  40 Sensor Range
  +20 Base intel level
  −60 5 years   2500
  10000
Stage III
(Sentry Aerials)
  60 Sensor Range
  +30 Base intel level
  −80 5 years   2500
  10000
Stage IV
(Completed)
  Entire Galaxy Sensor Range
  +40 Base intel level
  −100 5 years   2500
  10000
Ring World
 
Site None   −5 5 years   300
  5000
  • 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 or megastructures present
  • All habitable segments feature   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
  • Habitable segments require colonization
  • Habitable segments can be destroyed by a Colossus or crisis and cannot be repaired
0  
Stage I (Frame) None None 13.3 years   10000
Stage II (1 Segment)   +1 Habitable Segment None 10 years   10000
Stage III (2 Segments)   +2 Habitable Segments None 10 years   10000
Stage IV (3 Segments)   +3 Habitable Segments None 10 years   10000
Stage V (Completed)   +4 Habitable Segments None 10 years   10000
Mega Art Installation
 
Site None   −5 5 years   2500
  5000
  • The final stage requires the   Ancient Relics DLC
  • A ruined Mega Art Installation is repaired to stage 3, and can be upgraded to stage 4 as with the constructed version
    • However, this costs   3200 and   2000 instead of the standard cost
1  
Stage I
(Nascency)
  +100 Unity
  +5% Amenities
  −10 10 years   2500
  15000
Stage II
(Maturity)
  +200 Unity
  +10% Amenities
  −20 10 years   2500
  15000
Stage III
(Completed)
  +300 Unity
  +15% Amenities
  −30 10 years   2500
  15000
Stage IV
(Perfection)
  +400 Unity
  +20% Amenities
  −30 10 years   2500
  2000
Strategic Coordination Center
 
Site None   −5 5 years   2500
  5000
1  
Stage I
(Hull)
  +50 Naval capacity
  +2 Starbase capacity
  +4 Defense Platforms
  +5% Sublight speed
  −25 10 years   2500
  15000
Stage II
(Comms)
  +100 Naval capacity
  +4 Starbase capacity
  +8 Defense Platforms
  +10% Sublight speed
  −50 10 years   2500
  15000
Stage III
(Completed)
  +150 Naval capacity
  +6 Starbase capacity
  +12 Defense Platforms
  +15% Sublight speed
  −75 10 years   2500
  15000
Interstellar Assembly
 
Site None   −5 5 years   2500
  5000
  • All values stack if multiple Interstellar Assemblies are owned.
1  
Stage I
(Locus)
  +10% Diplomatic weight
  +15 Opinion from all empires
  −10 5 years   2500
  10000
Stage II
(Consul Ring)
  +20% Diplomatic weight
  +30 Opinion from all empires
  +1 Available envoys
  −20 5 years   2500
  10000
Stage III
(Forum Modules)
  +30% Diplomatic weight
  +75 Opinion from all empires
  +1 Available envoys
  −30 5 years   2500
  10000
Stage IV
(Completed)
  +40% Diplomatic weight
  +150 Opinion from all empires
  +2 Available envoys
  −40 5 years   2500
  10000
Matter Decompressor
 
Site None   −5 5 years   5000
  5000
  • 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
1  
Stage I (Anchor)   +500 Minerals   −25 10 years   5000
  12500
Stage II (Lensing)   +1000 Minerals   −50 10 years   5000
  12500
Stage III (Boring)   +1500 Minerals   −75 10 years   5000
  12500
Stage IV (Completed)   +2000 Minerals   −100 10 years   5000
  12500
Mega Shipyard
 
Site None   −5 5 years   2500
  3000
  • All ships start with 100 experience
  • Can only be built around stars in unary systems
  • Cannot be built around pulsars, neutron stars or black holes
1  
Stage I
(Framework)
  +5 Shipyard Capacity
  +33% Empire Ship Build Speed
  −10 5 years   2500
  10000
Stage II
(Core)
  +10 Shipyard Capacity
  +66% Empire Ship Build Speed
  −20 5 years   2500
  10000
Stage III
(Complete)
  +20 Shipyard Capacity
  +100% Empire Ship Build Speed
  Titan and colossal ship construction
  −40 5 years   2500
  10000
Quantum Catapult
 
Site None   −25 5 years   300
  2000
  • 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%   Fire Rate for 120 days (+50% with   Slingshot to the Stars origin)
  •   Quantum Catapult technology is required to use it, merely controlling it is not enough
  •   Hyper Relays technology is required for the MIA time reduction to apply
  • If   Astral Planes is enabled, the effects of the catapult can be upgraded by the   Astral Calibration astral action
0  
Stage I
(Single Array)
  Can catapult fleets in the system
  −10% Missing in Action time
  50 Catapult Spread
  300 Catapult Range
  −50 5 years   3000
Stage II
(Twin Arrays)
  Can catapult fleets in the system
  −25% Catapult windup time
  −20% Missing in Action time
  35 Catapult Spread
  450 Catapult Range
  −60 5 years   3000
Stage III
(Complete)
  Can catapult fleets in the system
  −50% Catapult windup time
  −30% Missing in Action time
  25 Catapult Spread
  750 Catapult Range
  −75 5 years   10000
  Stage I
(Twin Arrays)
  Can catapult fleets in the system
  −30% Catapult windup time
  −20% Missing in Action time
  35 Catapult Spread
  450 Catapult Range
  −30 10 years   2500
  • Must be restored from the ruined catapult spawned by the   Slingshot to the Stars origin
  • Any   Slingshot to the Stars empire can restore the special catapult without   Mega-Engineering, but requires that technology to improve the catapult
  • Other empires can restore the special catapult with   Mega-Engineering
  Stage II
(Complete)
  Can catapult fleets in the system
  −60% Catapult windup time
  −30% Missing in Action time
  25 Catapult Spread
  750 Catapult Range
  −50 10 years   10000
Arc Furnace
 
Stage I
(Equatorial Band)
  +25% Mining Station Output in system
  +1 Minerals on every eligible celestial object in system
  −20 1 year   500
  500
  • Does not add deposits to stars, astral scars, colonizable planets, and celestial objects with deposits collected research stations
  • Researching   Mega-Engineering increases the build limit by 2
  • Empires with the   Arc Welders origin start with a stage I Arc Furnace and can build an additional Arc Furnace above the limit
  • If there are   Trade Value deposits in the system they are removed
  • Once the empire has the technology to build the megastructure, systems display the number of deposits that may be created by an Arc Furnace
  • The home system of the Ancient Mining Drones has a 25% chance to spawn with a ruined Arc Furnace if the DLC is enabled
  • Can be dismantled at the cost of   500 Energy per stage as long as the empire has the technology to construct them and is at peace
3  
Stage II
(Borehole Pumps)
  +50% Mining Station Output in system
  +2 Minerals on every eligible celestial object in system
  −40 3 years   1000
  1000
Stage III
(Mohole Extractors)
  +75% Mining Station Output in system
  +3 Minerals on every eligible celestial object in system
  +1 Alloys on every eligible celestial object in system
  −80 3 years   2000
  1500
Stage IV
(Completed)
  +100% Mining Station Output in system
  +3 Minerals on every eligible celestial object in system
  +2 Alloys on every eligible celestial object in system
  −100 3 years   4000
  2000

Dyson Swarms and Dyson SphereEdit

The Dyson Swarms and the Dyson Sphere are two megastructures the construction of which may be linked depending on which DLCs are enabled. Neither megastructure can be constructed in binary or trinary systems or around pulsars, neutron stars or black holes.

  • If the   The Machine Age DLC is enabled, Dyson Swarms can be constructed after researching the   Dyson Swarm technology
  • If the   Utopia DLC is enabled, a Dyson Sphere can be built after taking the   Galactic Wonders ascension perk and researching the   Dyson Sphere technology.
    • If the   The Machine Age DLC is not enabled, a Dyson Sphere is built from scratch, starting from Construction Site
    • If the   The Machine Age DLC is enabled, a Dyson Sphere is built by upgrading a completed Dyson Swarm. It upgrades to Stage II (Initial), and inherits all effects of the Dyson Swarm.
    • A ruined Dyson Sphere is always restored to Stage V (Completed), and only requires the   Mega-Engineering technology to restore.
    • If the   Nemesis DLC is enabled, a Dyson Sphere can be further upgraded as part of the Kaleidoscope situation.
Megastructure Stage Production Upkeep   Time Cost Notes Limit DLC
Dyson Swarm
 
Stage I
(Array)
  +500% Star Output (×5 extra)   −5 3 years   1000
  500
  • Researching   Mega-Engineering increases the build limit to 5
  • Can be dismantled at the cost of   500 Energy per stage as long as the empire has the technology to construct them
3  
Stage II
(Constellation)
  +1500% Star Output (×15 extra)   −10 3 years   2500
  1000
Stage III
(Completed)
  +3000% Star Output (×30 extra)   −20 3 years   5000
  1500
Dyson Sphere
 
Site None   −5 5 years   1000
  5000
  • Cannot be built in systems with a pre-FTL civilization unless the Pre-FTL Interference policy is set to Aggressive Interference
  • Cannot be built in systems with an Arc Furnace
  • Prevents the colonization of planets in the system
  • 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    Terraforming Candidate modifier, it is removed
  • Once upgraded into a Dyson Sphere, it no longer counts against the Dyson Swarm limit
1  
Stage I (Frame) None None 10 years   5000
  10000
Stage II (Initial)   +1000 Energy None 10 years   5000
  10000
Stage III (Medial)   +2000 Energy None 10 years   5000
  10000
Stage IV (Penultimate)   +3000 Energy None 10 years   5000
  10000
Stage V (Completed)   +4000 Energy None 10 years   5000
  10000
Stage VI (Wonder Sphere)   +500 Unity
  +30% Amenities
  −30 1 year   3000
  2500

Discoverable Ring WorldsEdit

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.

  • One 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.
  • One in the Cybrex Alpha system. It requires completing the Cybrex precursor event chain. The ringworld is completely ruined and requires repairs on each section.
  • One in the Cybrex Beta system. It is only revealed if the Contingency sterilizes 20% of the galaxy. A short time after the Contingency is defeated, the Cybrex leave the galaxy, leaving the ringworld free for the taking.
  • One 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.
  • Three in the systems of the Ancient Caretakers if the   Synthetic Dawn DLC is enabled. The ringworld in the home system has three 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 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 ignores that limit.

Ruined megastructuresEdit

 
Ruined Dyson Sphere

Ruined versions 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 generally requires only 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. The following ruined megastructures cannot spawn unless the same DLC as is required to construct them is enabled.

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

Ruined Megastructure   Time Cost Repair technology System notes DLC
  Dyson Sphere 20 years   20000
  7500
  Mega-Engineering  
  Science Nexus 13.3 years   15000
  3200
  Mega-Engineering  
  Sentry Array 13.3 years   15000
  3500
  Mega-Engineering Contains a   Tomb World  
  Interstellar Assembly 10 years   10000
  3200
  Mega-Engineering Contains deposits on most celestial objects  
  Matter Decompressor 13.3 years   20000
  7500
  Mega-Engineering  
  Mega Art Installation 13.3 years   20000
  3200
  Mega-Engineering Is always a trinary system  
  Strategic Coordination Center 13.3 years   15000
  3200
  Mega-Engineering  
  Mega Shipyard 10 years   10000
  3200
  Mega-Engineering  
  Quantum Catapult 10 years   10000   Mega-Engineering
  Quantum Catapult
Is always a pulsar system  
    Quantum Catapult 10 years   2500   Quantum Catapult Adjacent to homeworld of a   Slingshot to the Stars empire
  Slingshot to the Stars empires do not require the tech to restore this megastructure
 
  Hyper Relay 6 months   500
  500
  100
  Hyper Relays Found in the home system of the Yuht Empire precursors  
  Arc Furnace 2 years   3000
  2000
  Arc Furnace Can be generated in the Ancient Mining Drones home system in addition to a random system  

Aetherophasic EngineEdit

The Aetherophasic Engine is a megastructure that appears in the capital system of every empire that reaches the final Galactic Nemesis 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 final crisis level and lost their Aetherophasic Engine but conquer another one have the option to take control of the new megastructure.

Stage           Cost Reward if conquered
(   Level 5 Galactic Nemesis)
Reward if conquered
(  Level 5 Galactic Nemesis)
Effects
I +100 +250 +100 0 0
  •   200 Influence
  •   5000 Alloys
  10000 Dark matter None
II +200 +500 +150 0 20000
  •   300 Influence
  •   7500 Alloys
  15000 Dark matter Entering the Shroud displays a new set of messages
III +400 +1000 +200 −1000 30000
  •   400 Influence
  •   10000 Alloys
  20000 Dark matter
  • Within 1-2 years, 5% of the owned systems will be invaded by shroud avatars
IV +800 +2000 +250 −1000 40000
  •   600 Influence
  •   15000 Alloys
  30000 Dark matter
  • Within 1-2 years, 10% of the owned systems will be invaded by shroud avatars
  • Up to 6 pops with the   psionic trait die
  • Up to 2 leaders with the     psychic trait die
V 50000
  • Game victory
  • The galaxy is destroyed

Synaptic LatheEdit

 
The Synaptic Lathe UI

Constructing a Synaptic Lathe requires the   Scalable Reservoir Computing technology, which is unlocked by the   Cosmogenesis ascension perk. Only one Synaptic Lathe can be constructed. Constructing the megastructure requires 300   Influence and 15000   Alloys and takes 2400 days.

The Synaptic Lathe has many functions normally found only on planets. It has   Stability,   Housing,   Amenities,   Pops, a designation and ascension tier. It also has an   Efficiency value, which is increased by 5% for each pop. Low   Stability cannot create revolts but still affects job output. The Synaptic Lathe has its own set of buildings and districts and its appearance changes as the capital building is upgraded.

All pops in a Synaptic Lathe have the   Neural Chip job. Pops cannot grow on a Synaptic Lathe but they can be resettled even if the empire policy does not otherwise allow it. If the Synaptic Lathe has more than 40 total pops, they are purged regardless of species rights until the number returns to 40. The rate of the purge scales with population of the Synaptic Lathe. The last pop cannot be resettled. Pops with the   Virtual trait do not generate resources when placed in a Synaptic Lathe.

The Synaptic Lathe has no defenses and immediately surrenders if an enemy fleet enters orbit. The megastructure will be disabled if the occupying empire does not have the   Cosmogenesis ascension perk. If the system is completely occupied, the megastructure is destroyed. The occupying empire will get the option to resettle half of the pops to the capital, gain 500-1000000   Research and −75 Decaying Opinion with every non-fallen empire, or do nothing. Empires with the   Cosmogenesis ascension perk can choose to keep the megastructure instead.

Grand ArchiveEdit

 
A Grand Archive
Constructing a Grand Archive requires the   Galactic Archivism technology, takes 1800 days and costs 1000   Alloys, or 750 if the empire has a
     Galactic Curators
  Galactic Curators
  Antiquarian Expertise
  Caretaker Network
  Caretaker Network
civic. The megastructure can only be constructed over worlds that have at least 25   Pops, is constructed in one stage and has a base upkeep of 10   Energy. The Grand Archive enables turning specimens into exhibits and increases Vivarium Capacity by +50. If communications with the Curator Order have been established, shortly after the megastructure is completed, the empire will receive +10   Opinion with them. Empires with the   Treasure Hunters origin or a
     Galactic Curators
  Galactic Curators
  Antiquarian Expertise
  Caretaker Network
  Caretaker Network
or
     Beastmasters
  Beastmasters
  Space Ranchers
  Wild Swarm
  Biodrones
civic will also gain a moderate amount of scaled   Unity when the megastructure is completed.

If the starbase of the system housing the Grand Archive is dismantled, the megastructure is removed. The empire will be refunded 500   Alloys and all space fauna above the Vivarium Capacity is culled.

An empire can only have one Grand Archive. If a subject with a Grand Archive is integrated while the empire already has one, the subject's megastructure is removed. If a system housing a Grand Archive is conquered, the megastructure is destroyed and all space fauna above the Vivarium Capacity is released. The empire that conquered the system will steal one specimen from each category, or two if it has the   Barbaric Despoilers civic. If   Ancient Relics is installed, it will also receive 100   Minor Artifacts.

ReferencesEdit

  1. A restored Hyper Relay can be dismantled at no cost; this is likely a bug.
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