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This article has been verified for the current PC version (3.10) of the game.
Utopia Loading Screen

Humanoid Empire constructing a Dyson Sphere

Stellaris_Megastructure_Tier_List

Stellaris Megastructure Tier List

Megastructures are colossal constructions. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. They cannot be built in orbit of a celestial body that has an uninvestigated anomaly. All megastructures except Gateways are destroyed if a Star-Eater destroys the system.

Construction[]

A construction ship is required to build the first stage (construction site) of any megastructure. If it has multiple stages, the following stages do not require a construction ship. All megastructures have a different texture depending on the empire that built or repaired them.

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

FTL megastructures[]

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. Unlike other megastructures, they can be constructed in the systems of subjects as well.

Gateways[]

Distant Stars Loading Screen

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 by galaxy settings.[1]

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

Once the Gateway Activation technology is researched, the Gateway Construction technology can appear, which allows new gateways to be constructed. The construction site is built in 3 years and costs 75 influence and 2500 alloys. Upgrading it into a fully functional Gateway takes 3 years and costs 6000 energy and 2500 alloys.

Gateways allow travel to any other gateway instantly, so long as the borders are open and the destination is not controlled by an enemy empire. As a bypass, Gateways generally act like a hyperlane connection between systems, such that claims and trade can be extended through them, however sectors don't extend through gateways.

L-Gates are a special type of gateway, which have a separate network from regular gateways. Instead of jumping from any to any, L-Gates all jump to the Terminal Egress system in the L-Cluster, then from there to any other L-Gate so long as its borders are open, or you are at war. L-Gates are opened through a special project, and new L-Gates cannot be constructed.

Hyper Relays[]

Hyper relay scale

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 25 influence, 500 alloys, and 100 rare crystals. Hyper Relay links are shown on the galaxy map as a thicker hyperlane. Potential (inactive) links are shown as yellow connections on the galaxy map. A link may be inactive because of closed borders, war, or if the relay is ruined. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete.

Hyper Relays can grant additional effects based on edicts and subject specializations. Hyper Relay edicts require the empire's capital system to be part of the network, while the benefits granted by subject specializations require a connection between the overlord's capital and the subject's capital. Subjects do not benefit from their overlord's network effects.

Hyper Relays can be built from the galaxy view, 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. However, Hyper Relays cannot connect through wormholes or gateways.

Habitats[]

Mammalian Habitat

Mammalian habitat central complex

Habitats are colonizable megastructures that can be built above stars and planets and are finished in a single stage. Each system can only have one habitat and they cannot be built in systems with a ringworld. Building a Habitat Central Complex costs 200 Influence and 1500 Alloys and takes 60 months to construct. The habitat still requires colonization but the colony develops twice as fast as on planets.

Once the Habitat Central Complex has been constructed, 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% Health Hull Points, they are disabled and the Habitat Central Complex gains 10 Devastation and a blocker.

  • Minor Orbitals cost 50 alloys and take 6 months to construct. They can only be constructed in the orbit of moons and asteroids. If disabled, the Habitat Central Complex gains a Ruined Minor Orbital blocker.
  • Major Orbitals cost 200 alloys and take 24 months to construct. They can only be constructed in the orbit of stars and planets. If disabled, the Habitat Central Complex gains a Ruined Major Orbital blocker. Major Orbitals increase the district capacity of the Habitat Central Complex in addition to their other effects.
  • Demesne Orbitals cost 200 alloys, take 24 months to construct and can only be constructed by empires with the Knights of the Toxic God origin that have the links=Relics Maw of the Toxic Entity relic. They can only be constructed in the orbit of stars and planets. If disabled, the Habitat Central Complex gains a Ruined Major Orbital blocker. Demesne Orbitals increase the district capacity of the Habitat Central Complex and give it an additional Knight Knight job.

Habitats have a unique set of districts distinct from normal planetary ones. Habitation District Habitation districts and Industrial District industrial districts are only limited by district cap but other districts require either the Habitat Central Complex or its orbitals to be built over a resource deposit. An orbital built around a body with no deposit provides +0.5 building slots.

If either the Habitat Central Complex or an orbital is built above a celestial body with an advanced or strategic resource, the habitat gains a planetary feature that exploits the resource. If the celestial body already had a mining or research station, the habitat or orbital replaces it.

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

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

Tier Habitability Building Slots per Orbital Max districts Max Districts per Major Orbital Branch Office Building Slots Required technology Required pops
I (Habitat Administration) 40 0.5 0.5 1 Orbital Habitats 0
II (Expanded Central Control) 50 0.75 0.75 2 Habitat Expansion 10
III (Advanced System Control) 60 1 1 3 Advanced Space Habitation 25

Habitats can be obtained the following way:

  • If the Utopia DLC is enabled, 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.
  • 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 Apocalypse DLC is enabled, empires created by the Horde breaking up start with the technology to construct habitats. These habitats can be captured by other empires.
  • If the First Contact First Contact DLC is enabled, 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.
  • A system called Federation's End can randomly spawn and contains 2 mammalian habitats. The system does not require any DLC to spawn but is too empty to support orbitals.

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

Orbital Rings[]

Orbital ring trailer

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 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. Orbital rings also have +100% fire rate.

Tier Cost Upkeep Modules Buildings Platforms Health Hull Armor Armor Weapons range Weapons Utilities Requirements
1 1000
50
Time 720
2 2 0 Defense platform cap 2 5000 1000 +100%
  • Large 1
  • Medium 3
  • Large 2
  • Auxiliary 1
Orbital Rings technology
2 1500
100
Time 900
3 3 1 Defense platform cap 4 10000 2000 +150%
  • Large 2
  • Medium 6
  • Large 4
  • Auxiliary 1
  • Star Fortress Star Fortress technology
  • Planet has either:
    • Building Capital tier 2 or
    • Planetary Ascension tier 3
3 2000
150
Time 1080
4 4 2 Defense platform cap 6 20000 2000 +200%
  • Large 3
  • Medium 9
  • Large 6
  • Auxiliary 1
  • Citadel technology
  • Planet has either:
    • Building Capital tier 3 or
    • Planetary Ascension tier 5

Modules[]

Orbital Rings use their own set of modules, which are mostly similar to Starbase modules except that they do not interact with trade routes in any way. An Orbital Assembly Complex Holding provides additional bonuses to each module.

Module Cost Upkeep Effects Required technology Description
Orbital Shipyard 50
Time 180
1
  • +1 Shipyard Capacity
  • +1 Shipyard Capacity with Orbital Assembly Complex on planet
A Shipyard may build one ship at a time, in parallel with other Shipyards.
Orbital Anchorage 50
Time 180
1 Fleet anchorages are necessary to support the growth of our navy.
Planetary Defense Guns 50
Time 180
1
  • Medium +2 Medium weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Adds two medium-size weapon slots to the Orbital Ring.
Habitation Module 200
25
Time 360
2 Anti-Gravity Engineering High-speed space elevators allow the planet to extend its habitation, resource storage and refinement facilities into orbit.
Planetary Defense Batteries 50
Time 180
1
  • Guided +2 Guided weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Space Torpedoes Space Torpedoes Adds two missile weapon slots to the Orbital Ring.
Planetary Defense Hangars 50
Time 180
1
  • Hangar +1 Hangar weapon components
  • Armor +20% Starbase armor hit points
  • Health +20% Starbase hull points
  • Defense platform cap +1 Defense platform cap
  • Defense platform cap +1 Defense platform cap with Orbital Assembly Complex on planet
Carrier Operations Adds a hangar for Strike Craft to the Orbital Ring.

Buildings[]

In addition to most of the regular starbase buildings, Orbital Rings can construct a set of buildings that improve the planet's output. All of them take one year to build.

Building Cost Upkeep Planet effects Requirements Description
Climate Optimization Stations
  • 100
  • 100
  • 2
  • 1
+2 Food from Farmer Farmer category jobs Advanced Food Processing technology Detailed monitoring of local conditions means we can influence the planet's climate at a regional level, increasing agricultural yields.
Low Gravity Mega-Refiners
  • 100
  • 100
  • 2
  • 1
+2 Minerals from Miner Miner category jobs Advanced Mineral Purification technology Centralizing mineral refining operations on the Orbital Ring allows for novel techniques that increase mining efficiency.
Stratospheric Ionization Elements
  • 100
  • 100
  • 2
  • 1
+2 Energy Credits from Technician category jobs Planetary Power Grid technology These devices dramatically reduce power loss during distribution, increasing overall generator output.
The Giga-Mall
  • 100
  • 100
  • 2
  • 1
Interstellar Economics technology Moving all shopping and trade facilities to the Orbital Ring means our Clerks can facilitate more business, more effectively than ever before.
Alloy Processing Facilities
  • 200
  • 300
  • 5
  • 2
Nano-Separators Nano-Separators technology Alloys from the surface are further processed in orbit, creating usable materials from what would otherwise be wasted by-products.
Orbital Logistics Systems
  • 200
  • 300
  • 5
  • 2
Replicator Kiosks technology Transferring logistics operations to automated systems on the Orbital Ring allows planetside Factories to run continuously at full speed.
Orbital Filing System
  • 200
  • 300
  • 2
  • 1
+1 Unity from Bureaucrat Administrator, Manager Manager, Priest Priest, and Telepath category jobs Effective Bureaucracy technology Efficiency and progress can be ours once more, now that our Administrators have near instant access to the paperwork that defines their lives.
Synaptic Relays
  • 200
  • 300
  • 2
  • 1
+1 Unity from Synapse Drones Clustered Synapses technology Portions of the Orbital Ring have been modified to enhance synaptic signals, improving control over drones on the surface.
Orbital Maintenance Drops
  • 200
  • 300
  • 2
  • 1
+1 Amenities from Maintenance Drone Maintenance Drones Resource Processing Algorithms technology 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.
Orbital Garden
  • 50
  • 50
  • 1
  • 1
  • +1 Food from Farmer Farmer category jobs
  • Non-hostile space fauna are attracted and collect Seed Pods
  • Feature Relic-spawned Prethoryn fleets collect Seed Pods if in orbit
Fruitful Partnership A vacuum garden for our Orbital Ring, blooming with genetically enhanced plantlife designed to attract spaceborne fauna.

Planetary building replacements[]

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 Description
Noble Estates
  • 200
  • 300
  • 5
  • 2
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.
Orbital Psi Corps
  • 200
  • 300
  • 5
  • 2
Psi Corps
  • Psi Corps Psi Corps tradition
  • Resort World designation on orbited planet
  • Thrall World designation on orbited planet
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.
Orbital Shield Generator
  • 200
  • 300
  • 5
  • 2
  • Shield +25% Shield Hit Points
  • Shield +25% Defense Platform Shield Hit Points
Planetary 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.
Orbital Stock Exchange
  • 200
  • 300
  • 5
  • 2
Galactic Stock Exchange
  • Galactic Markets technology
  • Resort World designation on orbited planet
  • Thrall World designation on orbited planet
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.
Orbital Slave Processing Hub
  • 200
  • 300
  • 5
  • 2
Slave Processing Facility
  • Neural Implants technology
  • Policies Allowed Slavery policy
  • Resort World designation on orbited planet
An orbital facility used to process slave labor for the planet below. Those that have been processed have any trace of free will extinguished.
Orbital Embassy Complex
  • 200
  • 300
  • 5
  • 2
  • Embassy Complex
  • Grand Embassy Complex
  • Xeno Relations technology
  • Empire Capital Orbiting the Empire Capital
  • Resort World designation on orbited planet
  • Thrall World designation on orbited planet
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.

Multi-stage megastructures[]

Multi-stage megastructures are constructed in multiple stages that require the technology of the same name before they can be constructed. Empires lacking the technology can make use of a multi-stage megastructure which they conquered from another empire, but they cannot upgrade it before they research the technology.

Multi-stage megastructures start with a construction site that provides no benefit. However, each subsequent construction phase 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.

It is only possible to build, upgrade, or restore one multi-stage megastructure at a time. The limit can be increased by +1 with each of the following:

Apart from the Ring World and Quantum Catapult, each multi-stage megastructure can only be built once per empire, or twice if the empire has the Isolated Contingency Core Isolated Contingency Core relic, and cannot be rebuilt if the existing one is lost or destroyed. However, multi-stage 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.

Ring Worlds can have their habitable segments destroyed by a Colossus as well as by Crisis factions and cannot be repaired again. All multi-stage megastructures are permanently ruined if the system is destroyed by a Star Eater.

Megastructure Stage Production Upkeep Time Time Cost Notes DLC
Science Nexus
Site None −25 5 years 5000
5000
Stage I
(Hub)
+100 Research
+5% Research Speed
−50 10 years 5000
15000
Stage II
(Research Wings)
+200 Research
+10% Research Speed
−75 10 years 5000
15000
Stage III
(Completed)
+300 Research
+15% Research Speed
−100 10 years 5000
15000
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
Stage I
(Sentry Hub)
+20 Hyperlane Scanner Range
+10 Base intel level
−40 5 years 2500
10000
Stage II
(Sentry Spire)
+40 Hyperlane Scanner Range
+20 Base intel level
−60 5 years 2500
10000
Stage III
(Sentry Aerials)
+60 Hyperlane Scanner Range
+30 Base intel level
−80 5 years 2500
10000
Stage IV
(Completed)
Entire Galaxy Hyperlane Scanner Range
+40 Base intel level
−100 5 years 2500
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
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
Stage I
(Hull)
+50 Naval capacity
+2 Starbase capacity
Defense platform cap +4 Defense Platforms
+5% Sublight speed
−25 10 years 2500
15000
Stage II
(Comms)
+100 Naval capacity
+4 Starbase capacity
Defense platform cap +8 Defense Platforms
+10% Sublight speed
−50 10 years 2500
15000
Stage III
(Completed)
+150 Naval capacity
+6 Starbase capacity
Defense platform cap +12 Defense Platforms
+15% Sublight speed
−75 10 years 2500
15000
Interstellar Assembly
Site None −5 5 years 2500
5000
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
Available envoys +1 Available envoys
−20 5 years 2500
10000
Stage III
(Forum Modules)
+30% Diplomatic weight
+75 Opinion from all empires
Available envoys +1 Available envoys
−30 5 years 2500
10000
Stage IV
(Completed)
+40% Diplomatic weight
+150 Opinion from all empires
Available envoys +2 Available envoys
−40 5 years 2500
10000
Mega Shipyard
Site None −5 5 years 2500
3000
  • All ships start with 100 experience
  • Can only be built around stars, in one-star systems
Federations
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 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 is installed the effects of the catapult can be upgraded by the Astral Calibration astral action
Overlord
Stage I
(4 lenses)
Can catapult fleets in the system
−10% Missing in Action time
−50 5 years 3000
Stage II
(8 lenses)
Can catapult fleets in the system
Time −25% Catapult windup time
−20% Missing in Action time
Tracking +30% Catapult Accuracy
+50% Catapult Range
−60 5 years 3000
Stage III
(Completed)
Can catapult fleets in the system
Time −50% Catapult windup time
−30% Missing in Action time
Tracking +50% Catapult Accuracy
+150% Catapult Range
−75 5 years 10000
Stage I
(Repaired)
Can catapult fleets in the system
Time −30% Catapult windup time
−20% Missing in Action time
Tracking +30% Catapult Accuracy
+50% 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; restoring the catapult also unlocks the Quantum Catapult Quantum Catapult technology.
  • Other empires can restore the special catapult with Mega-Engineering
Stage II
(Improved)
Can catapult fleets in the system
Time −50% Catapult windup time
−30% Missing in Action time
Tracking +50% Catapult Accuracy
+150% Catapult Range
−50 10 years 10000
Dyson Swarm
Stage I
(Array)
Star Output +500% −5 3 years 1000
500
  • Can only be constructed around unitary stars (not black holes, neutron stars or pulsars)
  • Empire limit 3
Stage II
(Constellation)
Star Output +1500% −10 3 years 2500
1000
Stage III
(Completed)
Star Output +3000% −20
Arc Furnace
Stage I
(Equatorial Band)
System Mining Station Output +25%
+1 Minerals
−20 1 year 500
500
  • Can only be constructed around a molten world
  • Adds minerals to all planets, moons and asteroids in system that do not already provide research output
  • Empire limit 3
Stage II
(Borehole Pumps)
System Mining Station Output +50%
+2 Minerals
−40 3 years 1000
1000
Stage III
(Mohole Extractors)
System Mining Station Output +75%
+3 Minerals
+1 Alloys
−80 3 years 2000
1500
Stage IV
(Completed)
System Mining Station Output +100%
+3 Minerals
+2 Alloys
3 years 4000
2000

Galactic Wonders[]

Galactic wonders are very powerful megastructures that require the Galactic Wonders Galactic Wonders ascension perk to gain the technology to construct them.

Megastructure Stage Production Upkeep Time Time Cost Notes DLC
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, including habitats, 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
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
Dyson Sphere
Site None −5 5 years 1000
5000
  • Can only be constructed around regular single stars
  • Cannot be built if there are habitable planets or anomalies present
  • 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
  • The final stage can only be unlocked as part of the The Kaleidoscope situation
  • A ruined Dyson Sphere is repaired to stage 5, and can be upgraded to stage 6 as with the constructed version
Stage I (Frame) None None 10 years 5000
10000
Stage II (Partial 25%) +1000 Energy None 10 years 5000
10000
Stage III (Partial 50%) +2000 Energy None 10 years 5000
10000
Stage IV (Partial 75%) +3000 Energy None 10 years 5000
10000
Stage V (Completed) +4000 Energy None 10 years 5000
10000
Stage VI (Wonder Sphere) +600 Unity
+30% Amenities
−30 1 year 3000
2500
Matter Decompressor
Site None −5 5 years 2500
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
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

Conquerable Ringworlds[]

Up to 8 ringworlds can spawn naturally in a game in various states. Damaged segments can be repaired with the Mega-Engineering technology for the same cost as finishing a new segment.

  • 1 in the Sanctuary system. All 4 habitable sections are intact and each contains one pre-FTL civilization, none advanced beyond Steam Age. The system was abandoned by an Enigmatic Observer Fallen Empire but contains automated defense platforms totaling over 50k fleet power.
  • 1 in the Cybrex Alpha system. It requires completing the Cybrex precursor event chain. The ringworld is completely ruined and requires repairs on each section.
  • 1 in the Cybrex Beta system. It 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.
  • 1 in a random empty system if the Utopia DLC is enabled. It is completely ruined and each section requires repairing. If the Distant Stars DLC is enabled as well, the system has a 50% chance to contain a unique anomaly.
  • 3 in the systems of the Ancient Caretakers if the Synthetic Dawn DLC is enabled. The ringworld in the home system has 3 intact and one ruined section, while the other two ringworlds are completely ruined and require each section to be repaired separately. If the Contingency appears and the Ancient Caretakers awaken to defend the galaxy, they 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 megastructures[]

Ruined dyson sphere

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 only requires the Mega-Engineering technology. If not yet researched, owning a system with a ruined megastructure also grants a ×20 weight for Mega-Engineering to appear.

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

Ruined Megastructure Time Time Alloys System notes
Dyson Sphere 7200 20000
Science Nexus 4800 15000
Sentry Array 4800 15000 Contains a Tomb World
Interstellar Assembly 3600 15000 Contains deposits on most celestial bodies
Matter Decompressor 4800 20000
Mega Art Installation 4800 20000 Is always a trinary system
Strategic Coordination Center 4800 15000
Mega Shipyard 3600 10000
Quantum Catapult 3600 10000 Is always a pulsar system
Quantum Catapult (Slingshot to the Stars) 3600 2500 Is always a pulsar system next to the origin homeworld

Empires with the Slingshot to the Stars origin can repair the special Quantum Catapult without the Mega-Engineering technology.

Aetherophasic Engine[]

The Aetherophasic Engine is a megastructure that appears in the capital system of every empire that reaches the final crisis level. Each stage of the megastructure requires gargantuan amounts of dark matter as well as 10 years to upgrade. If the system is conquered by another empire, the megastructure is ruined and can be repaired if the original empire reclaims it. Empires that reached the final crisis level and lost their Aetherophasic Engine but conquer another one have the option to take control of the new megastructure.

Visually, it resembles the Dyson Sphere generating unique system-wide visual effects the more it is upgraded.

Stage Produces Opinion Dark matter required Reward for destroyer Effects
I 0 0 None
II 0 20000 Entering the Shroud displays a new set of messages
III −1000 30000
  • Within 1-2 years, 5% of the owned systems will be invaded by shroud avatars
IV −1000 40000
  • Within 1-2 years, 10% of owned systems are 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

References[]

  1. Setting abandoned gateways to 0 blocks the use of gateway technology as an empire must discover at least one gateway to unlock the research. The Galactic Doorstep origin still spawns a pair of abandoned gateways if the setting is otherwise 0. Awakened Empires always build Gateways regardless of settings.
Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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