Difference between revisions of "Megastructures"

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* Unlike other multi-stage Megastructures an empire can build more Ring Worlds
 
* Unlike other multi-stage Megastructures an empire can build more Ring Worlds
 
* All segments feature {{green|+100%}} {{iconify|Habitability}} for each species, can build up to 5 [[Districts#Ring World districts|unique Districts]] and have their own unique Designations
 
* All segments feature {{green|+100%}} {{iconify|Habitability}} for each species, can build up to 5 [[Districts#Ring World districts|unique Districts]] and have their own unique Designations
* If they are built in the L-Cluster the uninhabitable segments will have {{iconify|Nanites}} deposits
+
* If they are built in the L-Cluster the uninhabitable segments may have {{iconify|Nanites}} deposits
 
* Upon completion of the frame all planets are removed from the system
 
* 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
 
* Multiple segments can be built at the same time if the empire has the capacity to work on more than one megastructure simultaneously

Revision as of 21:32, 7 May 2020

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

Megastructures are colossal constructions. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. All of them require unlocking certain technologies to be built.

Construction

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

It is only possible to build, upgrade, or restore one megastructure at a time, except in the case of habitats and gateways. The limit can be increased by one with the Master Builders perk, by one for the president of a level 5 Research Cooperative federation, and one more with the Architectural Renaissance Ambition edict.

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

Each megastructure is unlocked by researching the technology of the same name. An empire that conquers a system with a megastructure can use it, but if the construction was partial it will not be able to continue its construction without the required technology. Damaged megastructures found through exploration, however, can be reconstructed by unlocking the Tech mega engineering.png Mega Engineering technology.

Bonuses

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

  • Master Builders Master Builders ascension perk increases the build speed by +50%
  • Menu icon policies and edicts.png Living Metal Mega-Construction edict increases the build speed by +50%
  • Menu icon policies and edicts.png Architectural Renaissance unity ambition also increases the build speed by +50%
  • Mod megastructure build speed.png Using the Isolated Contingency Core relic greatly increases the build speed by +300% for 10 years

Gateways

Real scale of a Gateway

While exploring the galaxy, empires can find abandoned gateways that were once part of a massive, galaxy-spanning network. Reverse-engineered from encountered abandoned gateways, these megastructures require the Tech gateway activation.png Gateway Activation technology and can be used to travel directly to any other active gateway in the galaxy. Reactivation of gateway takes 2 years and costs 6000 Energy Credits.png energy and 2500 Alloys.png alloys. The Tech gateway activation.png Gateway Activation technology can appear as a research option as soon as a Gateway has been discovered and Tech hyper drive 3.png Hyperspace Slipstreams technology has been researched but the chance is very low. Owning a system with an inactive Gateway increases the chance for the tech to appear by 4 times.

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

Eventually, empires can build their own gateways by researching the Tech gateway construction.png Gateway Construction technology. Notice, that this tech requires having some civilization with an access to pre-existing gateways, so if gateways were disabled during galaxy creation it is impossible to build any new. Each system can have only one gateway, but black hole systems with an L-Gate can also have a regular gateway constructed. Gateways can be built in systems in which there is already a megastructure. The construction site is built in only 3 years and costs 100 Influence.png influence and 2500 Alloys.png alloys. Upgrading it to a gateway takes 5 years and costs 6000 Energy Credits.png energy and 2500 Alloys.png alloys.

Gateways can't be destroyed or deactivated once they were fully upgraded or activated.

Habitats

Mammalian habitat.

Artificial planets in all but name, habitats have a Planet Size.png planet size of 6 to work coupled with 70% Mod habitability.png habitability for all species. Its appearance is dependent on the builders' empire appearance. The constructed habitat still requires colonization but the colony develops 3 times faster on it.

Habitats may be built over any world except a moon or asteroid. It doesn't matter if the world is colonized. If a habitat is built alongside an existing mining or research station, the later is automatically dismantled.

Habitats have a unique set of Districts distinct from normal planetary ones. Up to 3 Districts are shared among all Habitats, with a fourth one being available if the Habitat is built above a planet with a resource deposit.

The project takes 5 years to complete and costs a total of 200 Influence.png influence and 3000 Alloys.png alloys. Unlike other megastructures habitats do not require a construction site and are finished in one go by the construction ship.

Habitats require the Tech habitat.png Orbital Habitats technology to be built. The Voidborne Voidborne Ascension Perk increases their Mod habitability.png Habitability to 90% and Mod planet max districts add.png District Cap to 8. They cannot be built on worlds with an anomaly.

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

Multi-stage megastructures

Multi-stage megastructures are constructed in multiple stages that require the technology of the same name before they can be constructed or upgraded. They start with a construction site that provides no benefit, however each subsequent construction phase will bring increasing bonuses, culminating with the end of the megastructure construction. Habitats and gateways can be built in the same system as multi-stage megastructures.

These Megastructures can only be built once per empire and can't be destroyed, except for the Ring World. Megastructures conquered from other empires as well as ruined and repaired ones found in the galaxy do not count against the limit.

NECESSARY CONDITIONS: Many of these structures require a star system without an orbital mining station or research station built around the star. These must be removed before continuing with the construction of the megastructure.


Megastructure Stage Production Upkeep Time Cost Notes AP DLC
Ring World
Evt Ringworld.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
  • Cannot be built in systems with black holes or multiple stars
  • Cannot be built if there are habitable planets, anomalies or stations present
  • Unlike other multi-stage Megastructures an empire can build more Ring Worlds
  • All segments feature +100% Mod habitability.png Habitability for each species, can build up to 5 unique Districts and have their own unique Designations
  • If they are built in the L-Cluster the uninhabitable segments may have Nanites.png Nanites deposits
  • 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
Ap galactic wonders.png Utopia.png
Stage I (Frame) None None Time 13.3 years Alloys.png 10000
Stage II (1 Segment) Planet ringworld.png +1 Habitable Segment None Time 10 years Alloys.png 10000
Stage III (2 Segments) Planet ringworld.png +2 Habitable Segments None Time 10 years Alloys.png 10000
Stage IV (3 Segments) Planet ringworld.png +3 Habitable Segments None Time 10 years Alloys.png 10000
Stage V (Completed) Planet ringworld.png +4 Habitable Segments None Time 10 years Alloys.png 10000
Dyson Sphere
Evt Dyson Sphere.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
  • Can only be constructed around regular stars
  • Cannot be built if there are habitable planets, anomalies or stations present
  • Upon completion all rocky planets and moons in the system turn into frozen or cold barren worlds
  • If any planet has the PM Terraforming Candidate.png Terraforming Candidate modifier it is removed
Ap galactic wonders.png Utopia.png
Stage I (Frame) None None Time 10 years Alloys.png 10000
Stage II (Partial 25%) Energy Credits.png +1000 Energy None Time 10 years Alloys.png 10000
Stage III (Partial 50%) Energy Credits.png +2000 Energy None Time 10 years Alloys.png 10000
Stage IV (Partial 75%) Energy Credits.png +3000 Energy None Time 10 years Alloys.png 10000
Stage V (Completed) Energy Credits.png +4000 Energy None Time 10 years Alloys.png 10000
Science Nexus
Evt Science Nexus.png
Site None Energy Credits.png -25 Time 5 years Influence.png 300
Alloys.png 5000
  • The final stage of a Science Nexus can be upgraded to produce 50 more Research.png Research through an event that has a 30% chance to trigger a short time after the Megastructure is finished
Utopia.png
Stage I (Hub) Research.png +100 Research
Mod country all tech research speed.png +5% Research Speed
Energy Credits.png -50 Time 10 years Alloys.png 15000
Stage II (Research Wings) Research.png +200 Research
Mod country all tech research speed.png +10% Research Speed
Energy Credits.png -75 Time 10 years Alloys.png 15000
Stage III (Completed) Research.png +300 Research
Mod country all tech research speed.png +15% Research Speed
Energy Credits.png -100 Time 10 years Alloys.png 15000
Sentry Array
Evt Sentry Array.png
Site None Energy Credits.png -20 Time 5 years Influence.png 300
Alloys.png 5000
  • Until finished the Sentry Array cannot see through nebulae
  • As no system will have low intel level a completed Sentry Array will prevent space creatures from respawning
Utopia.png
Stage I (Sentry Hub) Mod planet sensor range mult.png +20 Hyperlane Scanner Range Energy Credits.png -40 Time 5 years Alloys.png 10000
Stage II (Sentry Spire) Mod planet sensor range mult.png +40 Hyperlane Scanner Range Energy Credits.png -60 Time 5 years Alloys.png 10000
Stage III (Sentry Aerials) Mod planet sensor range mult.png +60 Hyperlane Scanner Range Energy Credits.png -80 Time 5 years Alloys.png 10000
Stage IV (Completed) Mod planet sensor range mult.png Entire Galaxy Hyperlane Scanner Range Energy Credits.png -100 Time 5 years Alloys.png 10000
Matter Decompressor
Evt Matter Decompressor.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
  • Can only be constructed around black holes
Ap galactic wonders.png MegaCorp.png
Stage I (Anchor) Minerals.png +500 Minerals Energy Credits.png -25 Time 10 years Alloys.png 12500
Stage II (Lensing) Minerals.png +1000 Minerals Energy Credits.png -50 Time 10 years Alloys.png 12500
Stage III (Boring) Minerals.png +1500 Minerals Energy Credits.png -75 Time 10 years Alloys.png 12500
Stage IV (Completed) Minerals.png +2000 Minerals Energy Credits.png -100 Time 10 years Alloys.png 12500
Mega Art Installation
Evt Mega Art Installation.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
  • The final stage requires the Ancient Relics.png Ancient Relics DLC and is not available if the empire is Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe
  • A ruined Mega Art Installation will be repaired to stage 3 and can be upgraded to stage 4 as with the constructed version
MegaCorp.png
Stage I (Nascency) Unity.png +100 Unity
Amenities.png +5% Amenities
Energy Credits.png -10 Time 10 years Alloys.png 15000
Stage II (Maturity) Unity.png +200 Unity
Amenities.png +10% Amenities
Energy Credits.png -20 Time 10 years Alloys.png 15000
Stage III (Completed) Unity.png +300 Unity
Amenities.png +15% Amenities
Energy Credits.png -30 Time 10 years Alloys.png 15000
Stage IV (Perfection) Unity.png +400 Unity
Amenities.png +20% Amenities
Energy Credits.png -30 Time 10 years Arcane technology.png 100
Strategic Coordination Center
Evt Strategic Coordination Center.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
MegaCorp.png
Stage I (Hull) Mod fleet size add.png +50 Naval Capacity
Spaceport 1.png +2 Starbase Capacity
Spaceport 1.png +4 Defense Platforms
Mod ship speed mult.png +5% Sublight Speed
Energy Credits.png -25 Time 10 years Alloys.png 15000
Stage II (Comms) Mod fleet size add.png +100 Naval Capacity
Spaceport 1.png +4 Starbase Capacity
Spaceport 1.png +8 Defense Platforms
Mod ship speed mult.png +10% Sublight Speed
Energy Credits.png -50 Time 10 years Alloys.png 15000
Stage III (Completed) Mod fleet size add.png +150 Naval Capacity
Spaceport 1.png +6 Starbase Capacity
Spaceport 1.png +12 Defense Platforms
Mod ship speed mult.png +15% Sublight Speed
Energy Credits.png -75 Time 10 years Alloys.png 15000
Interstellar Assembly
Evt Interstellar Assembly.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 5000
MegaCorp.png
Stage I (Locus) Diplomatic weight.png +10% Diplomatic Weight
Diplomacy opinion.png +10 Opinion from all empires
Energy Credits.png -10 Time 5 years Alloys.png 10000
Stage II (Consul Ring) Diplomatic weight.png +20% Diplomatic Weight
Diplomacy opinion.png +10 Opinion from all empires
Envoy.png +1 Available Envoys
Energy Credits.png -20 Time 5 years Alloys.png 10000
Stage III (Forum Modules) Diplomatic weight.png +30% Diplomatic Weight
Diplomacy opinion.png +30 Opinion from all empires
Envoy.png +1 Available Envoys
Energy Credits.png -30 Time 5 years Alloys.png 10000
Stage IV (Completed) Diplomatic weight.png +40% Diplomatic Weight
Diplomacy opinion.png +40 Opinion from all empires
Envoy.png +2 Available Envoys
Energy Credits.png -40 Time 5 years Alloys.png 10000
Mega Shipyard
Evt Megashipyard.png
Site None Energy Credits.png -5 Time 5 years Influence.png 300
Alloys.png 3000
  • All ships start with 100 experience
  • Can only be built around star, in one-star systems,and there is no research station/mining station on it.
  • Once Complete can build Titans, Colossi, and Juggernauts as if it had Titan Yards and Colossus Yards
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 Time 5 years Alloys.png 10000
Stage II (Core) Sb shipyard.png +10 Shipyard Capacity
Mod ship build speed mult.png +66% Empire Ship Build Speed
Energy Credits.png -20 Time 5 years Alloys.png 10000
Stage III (Complete) Sb shipyard.png +20 Shipyard Capacity
Mod ship build speed mult.png +100% Empire Ship Build Speed
Sb colossus assembly yard.png Titan, Colossus, and Juggernaut construction
Energy Credits.png -40 Time 5 years Alloys.png 10000

Ruined megastructures

Ruined Dyson Sphere

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

While they upgrade from their broken to a fully functional state in one step, they do not count for any achievements. However, they do not count against any build limit for that particular megastructure either. Another megastructure may also be constructed in the same system as a ruined or restored one.

Ruined Megastructure Time Time Alloys.png Alloys
Dyson Sphere 7200 20000
Science Nexus 4800 15000
Sentry Array 4800 15000
Matter Decompressor 4800 20000
Mega Art Installation 4800 20000
Strategic Coordination Center 4800 15000
Interstellar Assembly 3600 15000
Mega Shipyard 3600 10000

Conquerable Ringworlds

Up to 7 ringworlds can spawn naturally in a game in various states. Damaged segments can be repaired with the Tech mega engineering.png mega-engineering tech for the same cost as finishing a new segment.

  • 1 in the Sanctuary system. All 4 habitable sections are intact and each contains one pre-FTL civilization, none advanced beyond Steam Age. The system was abandoned by an Enigmatic Observer Fallen Empire but contains automated defense platforms totaling over 50k fleet power.
  • 1 in the Cybrex Alpha system. It requires completing the Cybrex precursor event chain. The ringworld is completely ruined and requires repairs on each section.
  • 1 in the Cybrex Beta system. It will only be revealed if the Contingency sterilizes 20% of the galaxy. A short time after the Contingency is defeated, the Cybrex will leave the galaxy, leaving the ringworld free for the taking.
  • 1 in a random empty system if Utopia.png Utopia DLC is activated. It is completely ruined and each section requires repairing. If the Distant Stars.png Distant Stars DLC is activated as well the system can contain an unique anomaly.
  • 3 in the systems of the Ancient Caretakers if Synthetic Dawn.png Synthetic Dawn DLC is activated. The ringworld in the home system has 3 intact and one ruined section while the other two ringworlds are completely ruined and require each section to be repaired separately. If the Contingency appears and the Ancient Caretakers awaken to defend the galaxy, they will also disappear like the Cybrex once the Contingency is defeated, leaving their systems free for the taking.
  • 1 in the home system of regular empires with the Shattered Ring origin. 2 segments are ruined but reparable, while 1 segment is irreparably damaged.
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