Megastructures

Version

Outliner top.png
This article has been verified for the current PC version (4.0) of the game.
Humanoid Dyson Sphere under construction

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.

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
R contingency core.png Isolated Contingency Core relic triumph +300%
Master Builders Master Builders ascension perk +50%
Architectural Renaissance Architectural Renaissance ambition edict +50%
Living Metal Mega-Construction Living Metal Mega-Construction edict +50%
Civic void hive.png Void Hive civic +10%
Secrets of the Cybrex empire modifier +10%
Origins gateway.png 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 Gateway map icon.png 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 Origins gateway.png Galactic Doorstep or Imperial Fiefdom Imperial Fiefdom origin.

Once an abandoned gateway is discovered, the Gateway Activation Gateway Activation technology can be drawn; this technology allows abandoned gateways to be repaired. Repairing an abandoned gateway takes 2 years and costs Energy Credits.png 6000 energy and Alloys.png 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 Gateway Activation technology is researched, the Gateway Construction 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 Influence.png 75 influence and Alloys.png 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 Energy Credits.png 6000 energy and Alloys.png 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 Energy Credits.png 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 Origins gateway.png 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-gate map icon.png 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 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 Hyper Relay is ruined. Dismantling a Hyper Relay costs Energy Credits.png 500 Energy[1] and takes 1 year; empires with the
ScavengersRefurbishment Division Scavengers
Scavengers Scavengers
Refurbishment Division Refurbishment Division
civic gain Alloys.png 50 alloys, and Rare crystals.png 10 rare crystals.

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, which places them semi-randomly within the system. In systems with Wormhole map icon.png wormholes or existing Gateway map icon.png 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 habitat. Building a habitat requires the Tech habitat.png Orbital Habitats technology, costs Influence.png 200 Influence and Alloys.png 1500 Alloys and takes 5 years to construct. The habitat still requires colonization, but the colony develops twice as fast as on planets. Habitats cannot be built in systems with a ring world, above moons, or above celestial objects with another megastructure.

The maximum number of districts that a habitat can have is 0.25 per planet or star in the system for each habitat tier. The maximum number for each type of resource district depends on the Energy Credits.png Energy, Minerals.png Minerals and Research.png Research deposits in the system (deposits of unity and rare resources count as research for this purpose). Each deposit grants (1 + half of its value) districts, rounded down. Each time a resource district is constructed it creates an orbital on a celestial body with its resource if any is still available, replacing any existing mining or research station. Orbitals are identical in effects and upkeep to mining and research stations but cannot be attacked by fleets. Habitats do not have planetary features with the exception of a few unique habitats.

Only Gestalt consciousness.png Gestalt Consciousness, Origin void dwellers.png Void Dwellers or empires with the Voidborne Voidborne ascension perk can construct housing buildings on habitats.

Habitats are shown in one of three tiers in the outliner, depending on the level of the capital building.

Tier Building Mod habitability.png Habitability Max districts Max districts
per planet or star
MegaCorp.png Branch Office
building slots
Pop.png Required pops Required technology
I Habitat Administration Habitat Administration 40% +0.25 +1 0 Tech habitat.png Orbital Habitats
II Habitat Central Control Habitat Central Control 50% +0.5 +2 1000 Tech habitat 2.png Habitat Expansion
III Habitat System Contro Habitat System Control 60% +0.75 +3 2500 Advanced Space Habitation Advanced Space Habitation

The following unlock the ability to build habitats:

  • Utopia.png If the Utopia DLC is active, any empire can research the technologies to construct and upgrade habitats.
  • Federations Empires with the Origin void dwellers.png Void Dwellers origin start with a habitat and the technology to build more. They can research the technology to upgrade them from the start.
  • Toxoids.png Empires with the Origins toxic knights.png 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.png Utopia DLC.
  • First Contact 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. Choosing the habitat unlocks the technology to build more but cannot research the technology to upgrade them without the Utopia.png Utopia DLC.
  • Apocalypse.png 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 contain enough celestial objects to support districts.
  • First Contact If the First Contact DLC is active, the Ithome cluster has a 25% chance to spawn. The Ithome's Gate system contains 3 habitats. Each habitat has a unique modifier granting it max Mod habitability.png Habitability and +8 Mod planet max districts add.png Reactor, Mining or Research districts.
  • Cosmic Storms.png 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.

Deep space citadelsEdit

Tier 3 deep space citadel

Deep space citadels are large defensive stations that can contain certain starbase buildings and can support defense platforms. Similar to a starbase, when a deep space citadel runs out of hull points it is occupied if the attacker was an empire and destroyed if the attacker was a crisis or using the Existential Expulsion casus belli.

Normally only Fallen Empire systems have deep space citadels, but if the BioGenesis.png BioGenesis DLC is enabled all empires can research the technology to construct their own. Deep space citadels can be constructed anywhere in a system. Each system can have one deep space citadel, and the number is increased by one for each of the following:

  • Tech mega engineering.png Mega-Engineering technology
  • Eternal Vigilance Eternal Vigilance ascension perk
  • Origin starlit citadel.png Starlit Citadel origin

Deep space citadels are designed in the ship designer and when constructing or upgrading one there will be a prompt to choose which design to use. Their cost is not affected by the installed components. Deep space citadels come in three tiers. They are constructed at tier I and then upgraded. Deep space citadels can have their design changed if the empire has the technology to build them but the current construction or upgrade cost much be paid again.

Tier Buildings Weapon slots Utility slots Mechanical cost Biological cost Build time
I 1
  • Hangar 3
  • Large 3
  • Point defense 9
  • Auxiliary 1
  • Large 8
  • Unity.png 2500
  • Alloys.png 1000
  • Unity.png 2500
  • Alloys.png 500
  • Food.png 1750
3 years
II 2
  • Hangar 6
  • Large 6
  • Point defense 9
  • Auxiliary 2
  • Large 16
  • Unity.png 2500
  • Alloys.png 1250
  • Rare crystals.png 100
  • Unity.png 2500
  • Alloys.png 625
  • Food.png 2188
  • Rare crystals.png 100
3 years
III 4
  • Extra large 1
  • Hangar 9
  • Large 6
  • Point defense 9
  • Auxiliary 3
  • Large 24
  • Core 1
  • Unity.png 5000
  • Alloys.png 3500
  • Rare crystals.png 500
  • Unity.png 5000
  • Alloys.png 1750
  • Food.png 6125
  • Rare crystals.png 500
4 years

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 Mod ship fire rate mult.png +100% fire rate.

Tier Mechanical cost Biological cost Time Upkeep Modules Buildings Platforms Health Hull Armor Armor Weapons range Weapons Utilities Requirements
1
  • Influence.png 50
  • Alloys.png 1000
  • Influence.png 50
  • Alloys.png 500
  • Food.png 1750
Time 720 Energy Credits.png 2 2 0 Defense platform cap 2 5000 1000 +100%
  • Large 1
  • Medium 3
  • Large 2
  • Auxiliary 1
Tech orbital ring tier 1.png Orbital Rings technology
2
  • Influence.png 100
  • Alloys.png 1500
  • Influence.png 50
  • Alloys.png 750
  • Food.png 2625
Time 900 Energy Credits.png 3 3 1 Defense platform cap 4 10000 2000 +150%
  • Large 2
  • Medium 6
  • Large 4
  • Auxiliary 1
  • Star Fortress Star Fortress technology
  • Planetary Administration Tier II capital or Planetary Ascension tier 3
3
  • Influence.png 150
  • Alloys.png 2000
  • Influence.png 150
  • Alloys.png 1000
  • Food.png 3500
Time 1080 Energy Credits.png 4 4 2 Defense platform cap 6 20000 2000 +200%
  • Large 3
  • Medium 9
  • Large 6
  • Auxiliary 1
  • Engineering research Citadel technology
  • Planetary Capital Tier III capital or Planetary Ascension tier 5

Ruined Orbital Rings can be rebuilt at a cost of Alloys.png 500 alloys and Influence.png 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 Orbital Assembly Complex holding on the planet provides additional bonuses to each module.

Module Time Cost Upkeep Effects Orbital Assembly Complex Orbital Assembly Complex bonus Required technology
Sb anchorage.png Orbital Anchorage
Fleet anchorages are necessary to support the growth of our navy.
Time 180 Alloys.png 50 Energy Credits.png 1
  • Mod navy size add.png +4 Naval capacity
    • Mod navy size add.png +2 with Naval Logistics Office Naval Logistics Office building
  • Mod navy size add.png +2 Naval capacity
Sb vivarium tank.png Orbital Vivarium Tank
External tanks partially exposed to space that can safely house captured Space Fauna.
Time 180 Alloys.png 50 Energy Credits.png 1
  • Mod country vivarium max capacity add.png +10 Vivarium capacity
  • Time +10% Space fauna growth rate
Gravity Snares Gravity Snares
Orbitalring module habitation.png Habitation Module
High-speed space elevators allow the planet to extend its habitation, resource storage and refinement facilities into orbit.
Time 360 Alloys.png 200
Influence.png 25
Energy Credits.png 2
  • Max districts +1 Max district for the planet
  • Max districts +0.5 Max district for the planet
Anti-Gravity Engineering 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.png alloys, takes Time 180 days to construct and has an Energy Credits.png 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 Orbital Assembly Complex is constructed on the planet.

Module Can produce Vivarium capacity Requirements
Civilian ships Military ships Space fauna
Sb shipyard.png Orbital Shipyard
A Shipyard may build one ship at a time, in parallel with other Shipyards.
Yes.png Yes.png No.png
Sb hatchery.png 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.
No.png No.png Yes.png Mod country vivarium max capacity add.png +5
  • Artificial Breeding Artificial Breeding technology
  • No.png
    BeastmastersSpace RanchersWild SwarmBiodrones Beastmasters
    Beastmasters Beastmasters
    Space Ranchers Space Ranchers
    Wild Swarm Wild Swarm
    Biodrones Biodrones
Sb beastport.png Orbital Beastport
Beastports are specially modified Hatcheries that can both clone Space Fauna and construct basic Civilian Ships.
Yes.png No.png Yes.png Mod country vivarium max capacity add.png +5
BeastmastersSpace RanchersWild SwarmBiodrones Beastmasters
Beastmasters Beastmasters
Space Ranchers Space Ranchers
Wild Swarm Wild Swarm
Biodrones 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.png alloys, takes Time 180 days to construct and has an Energy Credits.png energy upkeep of 1 unit per month.

Module Weapons added Other effects Orbital Assembly Complex Orbital Assembly Complex bonus Required technology
Sb gun battery.png Planetary Defense Guns
Adds two medium-size weapon slots to the Orbital Ring.
Medium +2 Medium
  • Armor +20% Orbital ring armor hit points
  • Health +20% Orbital ring hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap
Sb missile battery.png Planetary Defense Batteries
Adds two guided weapon slots to the Orbital Ring.
Guided +2 Guided Space Torpedoes Space Torpedoes
Sb hangar bay.png Planetary Defense Hangars
Adds a hangar for Strike Craft to the Orbital Ring.
Hangar +1 Hangar Carrier Operations 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 Time 360 days to build.

Building Cost Upkeep Planet effects Requirements
Orbitalring food hub.png Climate Optimization Stations
Detailed monitoring of local conditions means we can influence the planet's climate at a regional level, increasing agricultural yields.
Alloys.png 100
Volatile motes.png 100
Energy Credits.png 2
Volatile motes.png 1
Food.png +2 Food per 100 Farmer Farmers Advanced Food Processing Advanced Food Processing
Orbitalring mineral hub.png Low Gravity Mega-Refiners
Centralizing mineral refining operations on the Orbital Ring allows for novel techniques that increase mining efficiency.
Alloys.png 100
Volatile motes.png 100
Energy Credits.png 2
Volatile motes.png 1
Minerals.png +2 Minerals per 100 Miner Miners Advanced Mineral Purification Advanced Mineral Purification
Orbitalring energy hub.png Stratospheric Ionization Elements
These devices dramatically reduce power loss during distribution, increasing overall generator output.
Alloys.png 100
Exotic gases.png 100
Alloys.png 2
Exotic gases.png 1
Energy Credits.png +2 Energy per 100 Technician Technicians Tech power hub 2.png Planetary Power Grid
Orbitalring alloy hub.png Alloy Processing Facilities
Alloys from the surface are further processed in orbit, creating usable materials from what would otherwise be wasted by-products.
Alloys.png 200
Volatile motes.png 300
Energy Credits.png 5
Volatile motes.png 2
  • Alloys.png +1 Minerals.png −2 per 100 Metallurgist Metallurgists
  • Catalytic ProcessingCatalytic RecyclersOrganic ReprocessingOrganic Retrofitting If Catalytic
    Catalytic Processing Catalytic Processing
    Catalytic Recyclers Catalytic Recyclers
    Organic Reprocessing Organic Reprocessing
    Organic Retrofitting Organic Retrofitting
    , replaced by:
    • Alloys.png +1.25 Food.png −3 per 100 Metallurgist Metallurgists
Nano-Separators Nano-Separators
Orbitalring consumer hub.png Orbital Logistics Systems
Transferring logistics operations to automated systems on the Orbital Ring allows planetside Factories to run continuously at full speed.
Alloys.png 200
Rare crystals.png 300
Energy Credits.png 5
Rare crystals.png 2
  • Consumer goods.png +1 Minerals.png −1 per 100 Artisan Artisans
  • Catalytic ProcessingCatalytic RecyclersOrganic ReprocessingOrganic Retrofitting If Catalytic
    Catalytic Processing Catalytic Processing
    Catalytic Recyclers Catalytic Recyclers
    Organic Reprocessing Organic Reprocessing
    Organic Retrofitting Organic Retrofitting
    , replaced by:
    • Consumer goods.png +1.25 Food.png −1.5 per 100 Artisan Artisans
Tech luxuries 2.png Replicator Kiosks
Orbitalring trade hub.png 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.
Alloys.png 100
Rare crystals.png 100
Energy Credits.png 2
Rare crystals.png 1
  • Amenities.png +1 Amenities per Trader Trader
  • Mod trade value mult.png +5% Trade value
Tech interstellar economics.png Interstellar Economics
Orbitalring bureaucracy hub.png 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.
Alloys.png 200
Rare crystals.png 300
Energy Credits.png 2
Rare crystals.png 1
Unity.png +1 Unity per 100 Bureaucrat Bureaucrats Effective Bureaucracy Effective Bureaucracy
Orbitalring synapse hub.png Synaptic Relays
Portions of the Orbital Ring have been modified to enhance synaptic signals, improving control over drones on the surface.
Alloys.png 200
Exotic gases.png 300
Alloys.png 2
Exotic gases.png 1
Unity.png +1 Unity per 100 Synapse Drone Synapse Drones Clustered Synapses Clustered Synapses
Orbitalring maintenance hub.png 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.
Alloys.png 200
Exotic gases.png 300
Alloys.png 2
Exotic gases.png 1
Amenities.png +1 Amenities per 100 maintenance drone Maintenance Drones Tech synthetic thought patterns.png Resource Processing Algorithms
Sb feeder.png Orbital Garden
A vacuum garden for our Orbital Ring, blooming with genetically enhanced plantlife designed to attract spaceborne fauna.
Alloys.png 50
Volatile motes.png 50
Alloys.png 1
Exotic gases.png 1
  • Food.png +1 Food per 100 Farmer Farmers
  • Text icon seed.png Non-hostile space fauna are attracted and collect Seed Pods
  • Feature Owned organic fleets collect Seed Pods if in orbit
Origins gardeners.png Fruitful Partnership
Orbitalring planetary shield generator.png 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.
Alloys.png 200
Rare crystals.png 300
Alloys.png 5
Rare crystals.png 2
  • Shield +25% Orbital ring shield hit points
  • Shield +25% Defense platform shield hit points
  • Tech planetary shield generator.png Planetary Shields technology
  • No.pngPlanetary Shield Generator 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
Orbitalring embassy complex.png 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.
Alloys.png 200
Rare crystals.png 300
Alloys.png 5
Rare crystals.png 2
  • Politician +100 Politician jobs
  • Available envoys +2 Available envoys
  • Embassy Complex Embassy Complex
  • Grand Embassy Complex Grand Embassy Complex
  • Tech diplomacy 2.png Xeno Relations technology
  • Empire Capital Empire capital
Orbitalring galactic stock exchange.png 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.
Alloys.png 200
Rare crystals.png 300
Alloys.png 5
Rare crystals.png 2
  • Trader +100 Trader jobs
  • Mod trade value mult.png +20% Trade value
Galactic Stock Exchange Galactic Stock Exchange
  • Galactic Markets Galactic Markets technology
  • No.pngPm resort planet.pngResort World Resort World
  • No.pngPm slave colony.pngThrall-World Thrall-World
Orbitalring psi corps.png 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.
Alloys.png 200
Rare crystals.png 300
Alloys.png 5
Rare crystals.png 2
  • Changes Enforcer Enforcers to Telepath Telepaths
  • Mod planet stability.png +5 Stability
Psi Corps Psi Corps
  • Psi Corps Psi Corps tradition
  • No.pngPm resort planet.pngResort World Resort World
  • No.pngPm slave colony.pngThrall-World Thrall-World
Orbitalring noble estates.png 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.
Alloys.png 200
Exotic gases.png 300
Alloys.png 5
Exotic gases.png 2
  • Noble +200 Noble jobs
  • Mod planet housing.png +200 Housing
Noble Estates Noble Estates
  • Aristocratic Elite Aristocratic Elite civic
  • No.pngPm slave colony.pngThrall-World Thrall-World
Orbitalring slave processing facility.png 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.
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% Slave political power
  • Mod planet resettlement unemployed mult.png −50% Automatic resettlement chance
  • Mod planet migration all pull.png Unemployed slaves automatically resettle
  • Army slave.png Can recruit Slave Armies
Slave Processing Facility Slave Processing Facility
  • Tech neural implants.png Neural Implants technology
  • Slavery Slavery policy set to Allowed
  • No.pngPm resort planet.pngResort World 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 Master Builders ascension perk +1
Architectural Renaissance Architectural Renaissance ambition edict +1
Federation research.png Level 5 Research Cooperative president +1
Arc Welders Arc Welders origin +1

Most multi-stage megastructures are limited in how many times they may be built. An empire with the R contingency core.png 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 Time Mechanical cost Biological cost Notes Limit DLC
Science Nexus
Evt think tank.png
Site None Energy Credits.png −5 5 years Unity.png 5000
Alloys.png 5000
Unity.png 5000
Alloys.png 2500
Food.png 8750
  • Owning a Science Nexus may trigger the Fountain of Youth event chain and one potential outcome upgrades the Science Nexus one more stage
1 Utopia.png
Stage I
(Hub)
Research.png +100 Research
Mod country all tech research speed.png +5% Research Speed
Energy Credits.png −25 10 years Unity.png 5000
Alloys.png 15000
Unity.png 5000
Alloys.png 7500
Food.png 26250
Stage II
(Research Wings)
Research.png +200 Research
Mod country all tech research speed.png +10% Research Speed
Energy Credits.png −50 10 years Unity.png 5000
Alloys.png 15000
Unity.png 5000
Alloys.png 7500
Food.png 26250
Stage III
(Completed)
Research.png +300 Research
Mod country all tech research speed.png +15% Research Speed
Energy Credits.png −75 10 years Unity.png 5000
Alloys.png 15000
Unity.png 5000
Alloys.png 7500
Food.png 26250
Stage IV
(Groik Nexus)
Research.png +350 Research
Mod country all tech research speed.png +15% Research Speed
Energy Credits.png −100 Event Scientist.png Scientist Scientist.png Scientist
Sentry Array
Evt Sentry Array.png
Site None Energy Credits.png −20 5 years Unity.png 2500
Alloys.png 5000
Unity.png 2500
Alloys.png 2500
Food.png 8750
  • 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 Utopia.png
Stage I
(Sentry Hub)
Mod planet sensor range mult.png 20 Sensor Range
Mod add base country intel.png +10 Base intel level
Time −5% Hyperdrive charge time
Energy Credits.png −40 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Stage II
(Sentry Spire)
Mod planet sensor range mult.png 40 Sensor Range
Mod add base country intel.png +20 Base intel level
Time −10% Hyperdrive charge time
Intel decryption.png +1 Codebreaking
Energy Credits.png −60 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Stage III
(Sentry Aerials)
Mod planet sensor range mult.png 60 Sensor Range
Mod add base country intel.png +30 Base intel level
Time −15% Hyperdrive charge time
Intel decryption.png +1 Codebreaking
Energy Credits.png −80 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Stage IV
(Completed)
Mod planet sensor range mult.png Entire Galaxy Sensor Range
Mod add base country intel.png +40 Base intel level
Time −20% Hyperdrive charge time
Intel decryption.png +2 Codebreaking
Energy Credits.png −100 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Ring World
Evt Ringworld.png
Site None Energy Credits.png −5 5 years Influence.png 300
Alloys.png 5000
Influence.png 300
Alloys.png 2500
Food.png 8750
  • 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 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
  • Habitable segments require colonization
  • Habitable segments can be destroyed by a Colossus or crisis and cannot be repaired
0 Utopia.png
Stage I (Frame) None None 13.3 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Stage II (1 Segment) Planet ringworld.png +1 Habitable Segment None 10 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Stage III (2 Segments) Planet ringworld.png +2 Habitable Segments None 10 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Stage IV (3 Segments) Planet ringworld.png +3 Habitable Segments None 10 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Stage V (Completed) Planet ringworld.png +4 Habitable Segments None 10 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Mega Art Installation
Evt Mega Art Installation.png
Site None Energy Credits.png −5 5 years Unity.png 2500
Alloys.png 5000
Unity.png 2500
Alloys.png 2500
Food.png 8750
  • The final stage requires the Ancient Relics.png 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 Unity.png 3200 and Minor artifacts.png 2000 instead of the standard cost
1 MegaCorp.png
Stage I
(Nascency)
Unity.png +100 Unity
Amenities.png +5% Amenities
Planetary ascension cost −5% Planetary ascension cost
Energy Credits.png −10 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Stage II
(Maturity)
Unity.png +200 Unity
Amenities.png +10% Amenities
Planetary ascension cost −10% Planetary ascension cost
Energy Credits.png −20 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Stage III
(Completed)
Unity.png +300 Unity
Amenities.png +15% Amenities
Planetary ascension cost −15% Planetary ascension cost
Energy Credits.png −30 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Stage IV
(Perfection)
Unity.png +400 Unity
Amenities.png +20% Amenities
Planetary ascension cost −20% Planetary ascension cost
Energy Credits.png −30 10 years Unity.png 2500
Minor artifacts.png 2000
Unity.png 2500
Minor artifacts.png 2000
Strategic Coordination Center
Evt Strategic Coordination Center.png
Site None Energy Credits.png −5 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 7500
Food.png 8750
1 MegaCorp.png
Stage I
(Hull)
Naval capacity.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 Credits.png −25 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Stage II
(Comms)
Naval capacity.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 Credits.png −50 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Stage III
(Completed)
Naval capacity.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 Credits.png −75 10 years Unity.png 2500
Alloys.png 15000
Unity.png 2500
Alloys.png 7500
Food.png 26250
Interstellar Assembly
Evt Interstellar Assembly.png
Site None Energy Credits.png −5 5 years Unity.png 2500
Alloys.png 5000
Unity.png 2500
Alloys.png 2500
Food.png 8750
  • All values stack if multiple Interstellar Assemblies are owned.
1 MegaCorp.png
Stage I
(Locus)
Mod diplo weight mult.png +10% Diplomatic weight
Diplomacy opinion.png +15 Opinion from all empires
Energy Credits.png −10 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
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
Empire sprawl.png −5% Empire size
Energy Credits.png −20 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
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
Empire sprawl.png −5% Empire size
Energy Credits.png −30 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Stage IV
(Completed)
Mod diplo weight mult.png +40% Diplomatic weight
Diplomacy opinion.png +150 Opinion from all empires
Available envoys +2 Available envoys
Empire sprawl.png −10% Empire size
Energy Credits.png −40 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Matter Decompressor
Evt Matter Decompressor.png
Site None Energy Credits.png −5 5 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 7500
Food.png 8750
  • 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 MegaCorp.png
Stage I (Anchor) Minerals.png +500 Minerals Energy Credits.png −25 10 years Unity.png 5000
Alloys.png 25000
Unity.png 5000
Alloys.png 18750
Food.png 21875
Stage II (Lensing) Minerals.png +1000 Minerals Energy Credits.png −50 10 years Unity.png 5000
Alloys.png 12500
Unity.png 5000
Alloys.png 6250
Food.png 21875
Stage III (Boring) Minerals.png +1500 Minerals Energy Credits.png −75 10 years Unity.png 5000
Alloys.png 12500
Unity.png 5000
Alloys.png 6250
Food.png 21875
Stage IV (Completed) Minerals.png +2000 Minerals Energy Credits.png −100 10 years Unity.png 5000
Alloys.png 12500
Unity.png 5000
Alloys.png 6250
Food.png 21875
Mega Shipyard
Evt Megashipyard.png
Site None Energy Credits.png −5 5 years Unity.png 2500
Alloys.png 3000
Unity.png 2500
Alloys.png 1500
Food.png 5250
  • 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 Federations
Stage I
(Framework)
Sb shipyard.png +5 Shipyard Capacity
Mod ship build speed mult.png +33% Empire Ship Build Speed
Energy Credits.png −10 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Stage II
(Core)
Sb shipyard.png +10 Shipyard Capacity
Mod ship build speed mult.png +66% Empire Ship Build Speed
Energy Credits.png −20 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
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 Credits.png −40 5 years Unity.png 2500
Alloys.png 10000
Unity.png 2500
Alloys.png 5000
Food.png 17500
Quantum Catapult
Evt quantum catapult.png
Site None Energy Credits.png −25 5 years Influence.png 300
Alloys.png 4000
Influence.png 300
Alloys.png 3000
Food.png 3500
  • 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)
  • Tech quantum catapult.png Quantum Catapult technology is required to use it, merely controlling it is not enough
  • Hyper Relays Hyper Relays technology is required for the MIA time reduction to apply
  • If Astral Planes.png Astral Planes is enabled, the effects of the catapult can be upgraded by the Astral action insight quantum catapult.png Astral Calibration astral action
0 Overlord
Stage I
(Single Array)
Fleet action button quantum catapult.png Can catapult fleets in the system
Mod ship disengagement.png −10% Missing in Action time
Tracking 50 Catapult Spread
Unknown.png 300 Catapult Range
Energy Credits.png −50 5 years Alloys.png 3000 Alloys.png 1500
Food.png 5250
Stage II
(Twin Arrays)
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
Tracking 35 Catapult Spread
Unknown.png 450 Catapult Range
Energy Credits.png −60 5 years Alloys.png 3000 Alloys.png 1500
Food.png 5250
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
Tracking 25 Catapult Spread
Unknown.png 750 Catapult Range
Energy Credits.png −75 5 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Origins slingshot to the stars.png Stage I
(Twin Arrays)
Fleet action button quantum catapult.png Can catapult fleets in the system
Time −30% Catapult windup time
Mod ship disengagement.png −20% Missing in Action time
Tracking 35 Catapult Spread
Unknown.png 450 Catapult Range
Energy Credits.png −30 10 years Alloys.png 2500 Alloys.png 1250
Food.png 4375
  • 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
  • Other empires can restore the special catapult with Tech mega engineering.png Mega-Engineering
Origins slingshot to the stars.png Stage II
(Complete)
Fleet action button quantum catapult.png Can catapult fleets in the system
Time −60% Catapult windup time
Mod ship disengagement.png −30% Missing in Action time
Tracking 25 Catapult Spread
Unknown.png 750 Catapult Range
Energy Credits.png −50 10 years Alloys.png 10000 Alloys.png 5000
Food.png 17500
Arc Furnace
Evt arc crucible.png
Stage I
(Equatorial Band)
Minerals.png +25% Mining Station Output in system
Minerals.png +1 Minerals on every eligible celestial object in system
Energy Credits.png −20 1 year Unity.png 500
Alloys.png 500
Unity.png 500
Alloys.png 250
Food.png 875
  • Does not add deposits to stars, astral scars, colonizable planets, and celestial objects with deposits collected by research stations
  • Researching Tech mega engineering.png Mega-Engineering increases the build limit by 2
  • Empires with the Arc Welders 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.png 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 Energy Credits.png 500 Energy per stage as long as the empire has the technology to construct them and is at peace
3 The Machine Age.png
Stage II
(Borehole Pumps)
Minerals.png +50% Mining Station Output in system
Minerals.png +2 Minerals on every eligible celestial object in system
Energy Credits.png −40 3 years Unity.png 1000
Alloys.png 1000
Unity.png 1000
Alloys.png 500
Food.png 1750
Stage III
(Mohole Extractors)
Minerals.png +75% Mining Station Output in system
Minerals.png +2 Minerals on every eligible celestial object in system
Alloys.png +1 Alloys on every eligible celestial object in system
Energy Credits.png −80 3 years Unity.png 2000
Alloys.png 1500
Unity.png 2000
Alloys.png 750
Food.png 2625
Stage IV
(Completed)
Minerals.png +100% Mining Station Output in system
Minerals.png +1 Minerals on every eligible celestial object in system
Alloys.png +2 Alloys on every eligible celestial object in system
Energy Credits.png −100 3 years Unity.png 4000
Alloys.png 2000
Unity.png 4000
Alloys.png 1000
Food.png 3500

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.png The Machine Age DLC is enabled, Dyson Swarms can be constructed after researching the Dyson Swarm Dyson Swarm technology
  • If the Utopia.png Utopia DLC is enabled, a Dyson Sphere can be built after taking the Galactic Wonders Galactic Wonders ascension perk and researching the Dyson Sphere Dyson Sphere technology.
    • If the The Machine Age.png The Machine Age DLC is not enabled, a Dyson Sphere is built from scratch, starting from Construction Site
    • If the The Machine Age.png 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 Tech mega engineering.png Mega-Engineering technology to restore.
    • If the Nemesis.png Nemesis DLC is enabled, a Dyson Sphere can be further upgraded as part of the Kaleidoscope situation.
Megastructure Stage Production Upkeep Time Time Mechanical cost Biological cost Notes Limit DLC
Dyson Swarm
Evt dyson swarm.png
Stage I
(Array)
Unknown.png +500% Star Output (×5 extra) Alloys.png −5 3 years Unity.png 1000
Alloys.png 500
Unity.png 1000
Alloys.png 250
Food.png 875
  • Researching Tech mega engineering.png Mega-Engineering increases the build limit to 5
  • Can be dismantled at the cost of Energy Credits.png 500 Energy per stage as long as the empire has the technology to construct them
3 The Machine Age.png
Stage II
(Constellation)
Unknown.png +1500% Star Output (×15 extra) Alloys.png −10 3 years Unity.png 2500
Alloys.png 1000
Unity.png 2500
Alloys.png 500
Food.png 1750
Stage III
(Completed)
Unknown.png +3000% Star Output (×30 extra) Alloys.png −20 3 years Unity.png 5000
Alloys.png 1500
Unity.png 5000
Alloys.png 750
Food.png 2625
Dyson Sphere
Evt Dyson Sphere.png
Site None Energy Credits.png −5 5 years Unity.png 1000
Alloys.png 5000
Unity.png 1000
Alloys.png 2500
Food.png 8750
  • 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 Pm planet from space.pngTerraforming Candidate Terraforming Candidate modifier, it is removed
  • Once upgraded into a Dyson Sphere, it no longer counts against the Dyson Swarm limit
1 Utopia.png
Stage I (Frame) None None 10 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 5000
Food.png 17500
Stage II (Initial) Energy Credits.png +1000 Energy None 10 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 5000
Food.png 17500
Stage III (Medial) Energy Credits.png +2000 Energy None 10 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 5000
Food.png 17500
Stage IV (Penultimate) Energy Credits.png +3000 Energy None 10 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 5000
Food.png 17500
Stage V (Completed) Energy Credits.png +4000 Energy None 10 years Unity.png 5000
Alloys.png 10000
Unity.png 5000
Alloys.png 5000
Food.png 17500
Stage VI (Wonder Sphere) Unity.png +750 Unity
Amenities.png +30% Amenities
Energy Credits.png −30 1 year Unity.png 3000
Rare crystals.png 2500
Unity.png 3000
Rare crystals.png 2500

Discoverable Ring WorldsEdit

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.

  • 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.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.
  • Three in the systems of the Ancient Caretakers if the Synthetic Dawn.png 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 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 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 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. 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 Time Cost Repair technology System notes DLC
Dyson sphere ruined.png Dyson Sphere 20 years Alloys.png 20000
Unity.png 7500
Tech mega engineering.png Mega-Engineering Utopia.png
Think tank ruined.png Science Nexus 13.3 years Alloys.png 15000
Unity.png 3200
Tech mega engineering.png Mega-Engineering Utopia.png
Spy orb ruined.png Sentry Array 13.3 years Alloys.png 15000
Unity.png 3500
Tech mega engineering.png Mega-Engineering Contains a Planet nuked.png Tomb World Utopia.png
Interstellar assembly ruined.png Interstellar Assembly 10 years Alloys.png 10000
Unity.png 3200
Tech mega engineering.png Mega-Engineering Contains deposits on most celestial objects MegaCorp.png
Matter decompressor ruined.png Matter Decompressor 13.3 years Alloys.png 20000
Unity.png 7500
Tech mega engineering.png Mega-Engineering MegaCorp.png
Mega art installation ruined.png Mega Art Installation 13.3 years Alloys.png 20000
Unity.png 3200
Tech mega engineering.png Mega-Engineering Is always a trinary system MegaCorp.png
Strategic coordination center ruined.png Strategic Coordination Center 13.3 years Alloys.png 15000
Unity.png 3200
Tech mega engineering.png Mega-Engineering MegaCorp.png
Mega shipyard ruined.png Mega Shipyard 10 years Alloys.png 10000
Unity.png 3200
Tech mega engineering.png Mega-Engineering Federations
Quantum catapult ruined.png Quantum Catapult 10 years Alloys.png 10000 Tech mega engineering.png Mega-Engineering
Tech quantum catapult.png Quantum Catapult
Is always a pulsar system Overlord
Quantum catapult ruined.png Origins slingshot to the stars.png Quantum Catapult 10 years Alloys.png 2500 Tech quantum catapult.png Quantum Catapult Adjacent to homeworld of a Origins slingshot to the stars.png Slingshot to the Stars empire
Origins slingshot to the stars.png Slingshot to the Stars empires do not require the tech to restore this megastructure
Overlord
Orbital arc furnace destroyed.png Hyper Relay 6 months Alloys.png 500
Energy Credits.png 500
Rare crystals.png 100
Hyper Relays Hyper Relays Found in the home system of the Yuht Empire precursors Overlord
Orbital arc furnace destroyed.png Arc Furnace 2 years Alloys.png 3000
Unity.png 2000
Arc Furnace Arc Furnace Can be generated in the Ancient Mining Drones home system in addition to a random system The Machine Age.png

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.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 final crisis level and lost their Aetherophasic Engine but conquer another one have the option to take control of the new megastructure.

Stage Energy Credits.png Minerals.png Mod navy size add.png Diplomacy opinion.png Dark Matter.png Cost Reward if conquered
(No.pngNemesis level 5.png Level 5 Galactic Nemesis)
Reward if conquered
(Nemesis level 5.png Level 5 Galactic Nemesis)
Effects
I +100 +250 +100 0 0
  • Influence.png 200 Influence
  • Alloys.png 5000 Alloys
Dark Matter.png 10000 Dark matter None
II +200 +500 +150 0 20000
  • Influence.png 300 Influence
  • Alloys.png 7500 Alloys
Dark Matter.png 15000 Dark matter Entering the Shroud displays a new set of messages
III +400 +1000 +200 −1000 30000
  • Influence.png 400 Influence
  • Alloys.png 10000 Alloys
Dark Matter.png 20000 Dark matter
  • 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
  • Alloys.png 15000 Alloys
Dark Matter.png 30000 Dark matter
  • Within 1-2 years, 10% of the owned systems will be invaded by shroud avatars
  • Up to 600 pops with the Psionic psionic trait die
  • Up to 2 leaders with the Leader trait bg psionics.pngLeader trait psionic leader.pngPsychic psychic trait die
V 50000
  • Game victory
  • The galaxy is destroyed

Synaptic LatheEdit

The Synaptic Lathe UI

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

The Synaptic Lathe has many functions normally found only on planets. It has Mod planet stability.png Stability, Mod planet housing.png Housing, Amenities.png Amenities, Pop.png Pops, a designation and ascension tier. It also has an Synaptic lathe efficiency.png Efficiency value, which is increased by 5% for each pop. Low Mod planet stability.png 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 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. Pops in the Synaptic Lathe are purged over time regardless of species rights; the rate of the purge scales with the population of the Lathe. If the population drops to zero, the owner gets an event to either refill the Lathe with 100 pops, or let it break. The last pop cannot be resettled. Pops with the Virtual 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 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.png Research and −75 Decaying Opinion with every non-fallen empire, or do nothing. Empires with the Cosmogenesis Cosmogenesis ascension perk can choose to keep the megastructure instead.

Grand ArchiveEdit

A Grand Archive
Constructing a Grand Archive requires the Galactic Archivism Galactic Archivism technology, takes 1800 days and costs 1000 Alloys.png Alloys, or 750 if the empire has a
Galactic CuratorsAntiquarian ExpertiseCaretaker NetworkCaretaker Network Galactic Curators
Galactic Curators Galactic Curators
Antiquarian Expertise Antiquarian Expertise
Caretaker Network (Hive) Caretaker Network
Caretaker Network (Machine) Caretaker Network
civic. The megastructure can only be constructed over worlds that have at least 2500 Pop.png Pops unless the empire has the Origins wilderness.png Wilderness origin. It is constructed in one stage and has a base upkeep of 10 Energy Credits.png 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 Diplomacy opinion.png Opinion with them. Empires with the Origin treasure hunters.png Treasure Hunters origin or a
Galactic CuratorsAntiquarian ExpertiseCaretaker NetworkCaretaker Network Galactic Curators
Galactic Curators Galactic Curators
Antiquarian Expertise Antiquarian Expertise
Caretaker Network (Hive) Caretaker Network
Caretaker Network (Machine) Caretaker Network
or
BeastmastersSpace RanchersWild SwarmBiodrones Beastmasters
Beastmasters Beastmasters
Space Ranchers Space Ranchers
Wild Swarm Wild Swarm
Biodrones Biodrones
civic will also gain a moderate amount of scaled Unity.png 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.png 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 Barbaric Despoilers civic. If Ancient Relics.png Ancient Relics is installed, it will also receive 100 Minor artifacts.png Minor Artifacts.

Behemoth megastructuresEdit

A Behemoth Egg

Behemoth megastructures are available to empires with the Behemoth Fury Behemoth Fury ascension perk and used to create Behemoths. Hatching them requires the crisis level 2.

Megastructure Construction cost Hatching cost Hatchling
Behemoth Egg
  • Food.png 50000
  • Influence.png 300
  • Time 10 years
  • Food.png 100000
  • Influence.png 150
  • Time 10 years
Class I Behemoth
Behemoth Chrysalis (class II) Fully fed class I Behemoth
  • Food.png 75000
  • Time 3 years
Class II Behemoth
Behemoth Chrysalis (class III) Fully fed class II Behemoth
  • Food.png 125000
  • Time 3 years
Class III Behemoth
Behemoth Egg (strengthened)
  • Food.png 10000
  • Time 2 months
  • Time 1 year cooldown
  • Food.png 90000
  • Time 2 years
Class I Behemoth
Behemoth Egg (rapid)
  • Food.png 10000
  • Time 2 months
  • Time 6 months cooldown
  • Food.png 10000
  • Time 6 months
Size 32 fleet (ship size depends of the Egg Development policy)
Behemoth Egg (large)
  • Food.png 10000
  • Time 2 months
  • Time 1 year cooldown
  • Food.png 40000
  • Time 1 year
Size 96 fleet (ship size depends of the Egg Development policy)

Behemoth Egg megastructures are destroyed if an enraged Behemoth reaches them.

ReferencesEdit

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