Documentation for Gigastructural Engineering & More

This document will contain relevant information on the Gigastructural Engineering and More mod for Stellaris, which is held together by gigastructural duct tape, xeno-based glue and some hope.

Table of Contents

Chapter 1.) Kilo, Mega, Giga, and Terastructures

Chapter 2.) Event Horizon Offset Facility (WIP)

Chapter 3.) Ascension Perks

Chapter 4.) Origins

Chapter 5.) Galactic Core

Chapter 6.) Resources

Chapter 7.) Other Additions

Chapter 8.) Jobs

Chapter 9.) Starbase Buildings & Modules

Chapter 10.) Special Systems (WIP)

Chapter 11.) Crises

Chapter 12.) Megastructure Spawning

Chapter 13.) Start Menu

Chapter 14.) Components

Chapter 15.) Ships

Chapter 16.) FAQ


Chapter 1.) Kilo, Mega, Giga, and Terastructures

Kilostructures

Megastructures

Gigastructures

Terastructures

1a.) Kilostructures


Asteroid Artillery

“An Asteroid Artillery is a potent stationary defensive construct embedded into an asteroid, designed to repel enemy incursions.”

Prerequisite Technology:

 Planetoid Defensive Operations

Technology Effects:

N/A

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

Battleships, Star Fortress

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Asteroid Artillery Framework

5000

500

1800

5

None

Asteroid Artillery

5000

500

1800

250 75 in ship upkeep

Spawns a stationary ship with 1 T, 4 X, 8 L, 12 M, 10 G, 12 S, and 4 H weapon slots along with 18 L defensive slots and 3 A slots.

  • Upgrade Points
  • Default total of 3 points, can be increased to 11 through Modernized Asteroid Weaponry (+3), Reimagined Asteroid Weaponry (+3), and Enhanced Asteroid Shield Generators (+2).
  • Upgrades cost 500 base, increases by 30% each level (500 -> 650 -> 845…).
  • Upgrade points can be spent on upgrading the Asteroid Artillery in the following areas:
  • Hull Reinforcement
  • Increases hull points by 30%
  • Enhanced Payload
  • Increases damage by 20%
  • Flash Coolants
  • Increases fire rate by 20%
  • Calibrated Sensors
  • Increases range by 25%
  • Regenerative Hull
  • Increases hull and armor regen by 30%
  • Precision Targeting
  • Increases tracking by 30%

Asteroid Manufactory

"A complete Asteroid Manufactory, harvesting raw materials from an asteroid and refining them into all sorts of useful products that are then exported as Consumer Goods to our populace."

Prerequisite Technology:

 Asteroidal Manufacturing Plants

Technology Effects:

+10%  Output

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Mega-Engineering

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Asteroid Manufactory Construction Site

2500

500

900

5

None

Asteroid Manufactory Mining Apparatuses

2500

500

1350

100

None

Asteroid Manufactory

5000

500

1800

125

25

Produces:
200

  • Requires no pre-existing megastructures or orbital stations around the asteroid
  • Can’t be built if the asteroid has an unresearched anomaly

Atmospheric Purifier

A massive facility built around a planet, capable of clearing the planet's atmosphere of toxins.

Prerequisite Technology:

 Hyperscale Atmospheric Cleansing

Technology Effects:

+5% Terraforming Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Dynamic Core Activation


None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Atmospheric Purifier Construction Site

2000

50

500

1260

5

None

Atmospheric Purifier Processing Rings

2000

500

1260

25

10

None

Atmospheric Purifier Macromanipulators

2000

500

1260

50

20

None

Begin Terraforming

7500

3600

N/A

Transforms the planet into a lifeless fogged world*. Megastructure itself is removed.

* The planet will have no agricultural districts and will have the following modifiers:
        +10% minerals from jobs, +10% physics research, -50% food from jobs. (permanent)
        -10% habitability, +10% society research (1800 days)

  • Must be built around a toxic planet
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly

Dynamic Core Ignitor

A large construct built around a desolate world to make it more habitable.

Prerequisite Technology:

 Dynamic Core Activation

Technology Effects:

+5% Terraforming Speed

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

Climate Restoration, Battleships, Ultra-Energetic Particle Colliders

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Dynamic Core Ignitor Construction Site

2000

50

500

1260

5

None

Dynamic Core Ignitor Hypercoils

2000

500

1260

25

10

None

Dynamic Core Ignitor

2000

500

1260

50

20

None

Begin Terraforming

7500

3600

N/A

Transforms the planet into a lifeless habitable world*. Megastructure itself is removed.

Ancient Dynamic Core Ignitor

7500

3600

N/A

Spawns only in pre-generated systems. Has same effect as “Begin Terraforming” stage.

* The planet will have no agricultural districts and will have the following modifiers:
        +10% minerals from jobs, +10% engineering research, +15% build speed, -50% food from jobs.

  • A ruined Dynamic Core Ignitor may appear in the game
  • Must be built around a barren or frozen planet
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly

Geothermal Stabilizer

A device capable of cooling and stabilizing a Molten World, rendering it habitable, albeit lifeless.

Prerequisite Technology:

 Planetary Geothermal Stabilization

Technology Effects:

+5% Terraforming Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Hyperscale Atmospheric Cleansing

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Geothermal Stabilizer Construction Site

2000

50

500

1260

5

None

Geothermal Stabilizer Orbital Facilities

2000

500

1260

25

10

None

Geothermal Stabilizer

2000

500

1260

50

20

None

Begin Terraforming

7500

3600

N/A

Transforms the planet into a lifeless torrid world*. Megastructure itself is removed.

* The planet will have no agricultural districts and will have the following modifiers:
        +10%
 from jobs, +15%  from jobs, -50%  from jobs. (permanent)
        -15% Habitability, +10%
 Research (1800 days)

  • Must be built around a molten planet.
  • Requires no pre-existing megastructures or orbital stations around the planet.
  • Can’t be built if the planet has an unresearched anomaly.

Global Land Unification Engine

“The Global Land Unification Engine or the G.L.U.E. for short, is capable of taking the remnants of a previously destroyed planet and reforming them into something closer resembling their original form."

Prerequisite Technology:

 Planetary Reconstruction

Technology Effects:

+5% Terraforming Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Planetary Geothermal Stabilization

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

G.L.U.E. Construction Site

2000

500

1260

5

None

G.L.U.E. Inner Ring

2000

500

1260

10

25

None

G.L.U.E. Outer Ring

2000

500

1260

20

50

None

G.L.U.E.

2000

500

1260

20

50

None

Begin Terraforming

7500

3600

None

Transforms the Shattered or Broken World into a Molten World

  • Must be placed on a Shattered or Broken World
  • Requires no pre-existing Megastructures or Orbital Stations on the Planet
  • Can’t be built if the planet has an unresearched anomaly

Macroatmospheric Stabilizer

A large ring-like construct around a Gas Giant which can stabilize its upper atmosphere.

Prerequisite Technology:

 Gas Giant Atmospheric Stabilization

Technology Effects:

+5% Terraforming Speed

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

Hyperscale Atmospheric Cleansing

None

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Macroatmospheric Stabilizer Construction Site

5000

50

500

1800

5

None

Macroatmospheric Stabilizer Magnetorings

2500

500

3600

10

None

Macroatmospheric Stabilizer

3500

500

3600

10

None

Begin Stabilization

10000

3600

None

Transforms the planet into a size 25 colonizable gas giant. Megastructure itself is removed

  • Must be built around a gas giant.
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly.
  • Can’t be built around a colonizable gas giant.`
  • May spawn rare deposits that allow construction of unique buildings.

Colonizable Gas Giants have special districts:

  • City District: 8 Housing, 1 Clerk job, +1 Building Slot; 2Upkeep; 400Cost; 220 Build Time
  • Hive District: 8 Housing, 2 Maintenance Drones, +1 Building Slot; 2Upkeep; 400Cost; 220 Build Time
  • Nexus District: 8 Housing, 1 Maintenance Drone, 1 Technician Drone, +1 Building Slot; 2Upkeep; 400Cost; 220 Build Time
  • Industrial District: 3 Housing, Normal Industrial District Jobs; 2Upkeep; 400Cost; 220 Build Time
  • Gas Giant Research Laboratory: 3 Housing, 3 Researcher jobs, with 2Upkeep; 400Cost; 220 Build Time
  • Wind Turbine Arrays: 4 Housing, 4 Technician jobs, with 2Upkeep; 400Cost; 220 Build Time
  • Gas Pumping Facility: 3 Housing, 3 Exotic Gas Harvester jobs, with 3Upkeep; 400Cost; 220 Build Time

Macroengineering Testing Station

This station, equipped with many science laboratories, as well as construction facilities, allows us to conduct a variety of tests related to our engineering research on the planet below.

Prerequisite Technology:

 Colossal Testing Facilities

Technology Effects:

+2500 storage, +5% ship armor HP

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC: 

Cruisers, Star Fortress

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Macroengineering Testing Station Site

5000

50

500

1800

5

None

Macroengineering Testing Station

5000

500

1800

25

5

Produces:

150

Empire Modifiers:

+2% armor strength

Dismantle Megastructure

-1500

100

10

N/A

Removes Megastructure

Ruined Macroengineering Testing Station

5000

500

1800

25

5

Produces:

150

Empire Modifiers:

+2% armor strength

Can be upgraded to Dismantle Megastructure

  • A ruined Macroengineering Testing Station may appear in the game
  • Must be built around a uninhabitable planet that is not a moon or asteroid
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly

Orbital Artificial Ecosystem

A complete Orbital Artificial Ecosystem, filled with imported species as well as fabricated ones thanks to genetic engineering. This unique ecosystem can be modeled and deformed by our scientists at will to study how nature functions.

Prerequisite Technology:

 Orbital Ecosystems

Technology Effects:

+2500 storage, +5% terraforming speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Cruisers, Terrestrial Sculpting

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Orbital Artificial Ecosystem Site

5000

500

1800

5

None

Orbital Artificial Ecosystem

5000

500

1800

25

5

Produces:

150

Empire Modifiers:

+7.5% terraforming speed

Dismantle Megastructure

-1500

100

10

N/A

Removes Megastructure

  • A ruined Orbital Artificial Ecosystem may appear in the game
  • Must be built around a uninhabitable planet that is not a moon or asteroid
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly

Stellar Particle Accelerator

An extremely big particle accelerator constructed around a star. It is capable of accelerating various kinds of particles to speeds almost equal to the speed of light, allowing us to greatly expand our understanding of what they're made of and how they interact.

Prerequisite Technology:

 Ultra-Energetic Particle Colliders

Technology Effects:

+2500 storage, +5% ship shield HP

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Cruisers, Antimatter Power

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Stellar Particle Accelerator Site

5000

500

1800

5

None

Stellar Particle Accelerator

5000

500

1800

Variable

Empire Modifiers:

+2.5% Shield strength

Produces:

Variable

Ruined Stellar Particle Accelerator

5000

500

1800

Variable

Empire Modifiers:

+2.5% Shield strength

Produces:

Variable

  • A Ruined Stellar Particle Accelerator can be found
  • Must be built around a star that is not a pulsar, a neutron star or a black hole
  • Requires no pre-existing megastructures or orbital stations around the star
  • Can’t be built if the star has an unresearched anomaly

Once every year, there is a chance that the megastructure will fail defined by the failure chance calculated in the charts below, giving three options:
- Option 1: “Shut it down and send 1500
to fix it immediately.” Which will result in no further effects

- Option 2: “Power it down for a year and undertake token repairs.” Which will result in a 20% chance of a catastrophic failure (The megastructure becomes ruined)

- Option 3: “It doesn’t matter!” Which will result in a 50% chance of a catastrophic failure (The megastructure becomes ruined)

The megastructure has three modes. Research production, Dark Matter production, and Quasi-Negative Mass production. See following table for exact stats.


Setting Name

Base Failure Chance

Physics Research

0%

Dark Matter

5%

Quasi-Negative Mass

10%

Intensity Level

Effects

Off

N/A

1

Upkeep:

      5

Produces:

      100

-10% Failure Chance

2

Upkeep:

      10

      2

Produces:

      150/60+0.6/55+0.45

3

Upkeep:

      25

      5

Produces:

      190/100+1/80+0.7

+5% Failure Chance

4

Upkeep:

      35

      7

Produces:

      230/125+1.25/100+0.85

+10% Failure Chance

5

Upkeep:

      50

      10

Produces:

      100/150+1.5/120+1

+15% Failure Chance


Kilostructures

Megastructures

Gigastructures

Terastructures

1b.) Megastructures


Attack Moon

A truly insane engineering project. A massive particle lance, powered by a gigantic reactor within a small moon's core. Propelled by huge thrusters built on the other side of the moon, this weaponized planetoid is a sight to behold.

Prerequisite Technology:

 Colossal Movement Systems

Technology Effects:

+10% Ship Movement Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

Mega-Engineering, Impulse Thrusters, Planetoid Defensive Operations

None

Utopia

 Celestial Body Weaponization

Technology Effects:

+5% Megastructure Build Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Prerequisite DLC:

 Colossal Movement Systems

Galactic Wonders

Utopia


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Attack Moon Construction Site

5000

2500

1800

5

None

Attack Moon Movement Systems

7000

2500

1800

40

15

None

Attack Moon

11000

2500

3600

500

125

In ship upkeep

Removes the moon, spawns an attack moon ship in its place.

  • A Ruined Attack Moon can be found
  • Must be built around a molten, barren, frozen, or disco moon of size 5-7
  • Can’t be built if the moon already has a megastructure other than the Lunar Speculorefractor
  • Can’t be built if the moon has an unresearched anomaly.

Automated Stripmine

A large structure built around a planet, in order to stripmine the planet's surface, gathering large amounts of minerals.

Prerequisite Technology:

 Industrial Ultrarapid Replication

Technology Effects:

+15% Planet Building Build Speed
+10% Pop Assembly Speed

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

Mega-Engineering, Construction Templates, Modular Engineering

None

Utopia

 Planetary Mineral Extraction

Technology Effects:

+10000 storage capacity, +5% minerals from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

Deep Core Mining, Advanced Mineral Purification, Industrial Ultrarapid Replication

None

Utopia

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Automated Strip Mine Construction Site

3500

1000

1800

5

None

Automated Strip Mine Orbital Apparatus

3000

1000

1800

5

 25

None

Automated Strip Mine

1500

5000

1000

720

75

Produces:

250

  • Must be built around a non-shrouded, non-moon uninhabitable terrestrial planet
  • Planet must not have been strip-mined already
  • Requires no pre-existing megastructures or orbital stations around the planet.
  • Can’t be built if the planet has an unresearched anomaly.
  • Can’t have more than one Automated Stripmine under construction.
  • Automated Stripmine has finite working time and will last longer on larger planets. Every two years the size of the mined planet is reduced by 1. Once the size of the mined planet reaches 2, the Automated Stripmine will shut down.
  • Once the stripmine shuts down, the planet will be changed to a Depleted World and gain a +20 minerals that can be collected with a traditional mining station.

Biological Impetuous Growth Vat

"This is the largest cloning vat of its kind, capable of creating numerous massive clones. With 6 auxiliary vats and a gargantuan primary vat, this facility is fully ready to clone entire fleets of giant abominations."

Prerequisite Technology:

 Gargantuan Cloning Facilities

Technology Effects:

+5%  from Jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Prerequisite DLC:

None

Evolutionary Mastery

Utopia, Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

B.I.G. Vat: Construction Site

5000

5000

2700

5

None

B.I.G. Vat: Primary Vat

10000

2700

 100

Unlocks the primary vat, which unconditionally allows for construction of the following:

  • Prethoryn Swarm Queen (890, 445,95)
  • Prethoryn Swarm Warrior (881, 440,95)
  • Prethoryn Swarm Brood Mother (826, 413,95)
  • Prethoryn Swarmlings (474, 237,49)

The primary vat can also construct the following if previously killed:

  • Tiyanki Matriarch (9630, 4815,95)
  • Blue Wraith (3460, 1730,191)
  • Voidspawn (4100, 2050,191)
  • Ether Drake (10440, 5220,191)
  • Stellarite Devourer (10100, 5050,191)

Total: 1 primary vat

B.I.G. Vat: Auxiliary Vats

7500

2700

 120

Unlocks two auxiliary vats, which unconditionally allows for construction of the following:

  • Prethoryn Swarm Queen (890, 445,95)
  • Prethoryn Swarm Warrior (881, 440,95)
  • Prethoryn Swarm Brood Mother (826, 413,95)
  • Prethoryn Swarmlings (474, 237,49)

Total: 1 primary vat, 2 auxiliary vats

B.I.G. Vat: Auxiliary Vats

7500

3600

 140

Unlocks two auxiliary vats, which unconditionally allows for construction of the following:

  • Prethoryn Swarm Queen (890, 445,95)
  • Prethoryn Swarm Warrior (881, 440,95)
  • Prethoryn Swarm Brood Mother (826, 413,95)
  • Prethoryn Swarmlings (474, 237,49)

Total: 1 primary vat, 4 auxiliary vats

B.I.G. Vat

7500

3600

 160

  150

Unlocks two auxiliary vats, which unconditionally allows for construction of the following:

  • Prethoryn Swarm Queen (890, 445,95)
  • Prethoryn Swarm Warrior (881, 440,95)
  • Prethoryn Swarm Brood Mother (826, 413,95)
  • Prethoryn Swarmlings (474, 237,49)

Total: 1 primary vat, 6 auxiliary vats

  • Check Chapter 15 for info on ship designs

Crystal Megabore

A Crystal Megabore pulls large amounts of rare crystals and minerals from a molten planet's core.

Prerequisite Technology:

 Core Crystal Harvesting

Technology Effects:

+2.5%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Deep Core Mining, Advanced Mineral Processing, Mega-Engineering, Rare Crystal Mining

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Crystal Megabore Construction Site

5000

75

2000

5

None

Crystal Megabore Refinery Hub

2000

1800

25

5

None

Crystal Megabore Gravitogenerator

2000

1800

30

6

None

Crystal Megabore

1500

1800

40

7.5

Produces:

100  50

  • Must be built around a molten planet of size > 5
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built around moons
  • Can’t be built if the planet has an unresearched anomaly

Equatorial Shipyard

Two rings around a Molten World, used for alloy processing and ship construction.

Prerequisite Technology:

 Molten World Shipyard Facilities

Technology Effects:

+2.5%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Deep Core Mining, Alloy Nano-separators

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Equatorial Shipyard Construction Site

2500

200

1800

n/a

None

Equatorial Shipyard Frame

5000

1800

10

None

Equatorial Shipyard

5000

1800

50

Creates an equatorial shipyard that acts as a colonizable size 12 habitat.

Country-wide ship building speed +5%.

  • Can be built around a molten planet of size 25 or smaller without habitable moons
  • Can’t be built if the planet already has a megastructure
  • Can’t be built if the planet has an unresearched anomaly
  • Can’t be built around moons or asteroids
  • Only one Equatorial Shipyard can be built per system.
  • Allows construction of a starbase building that adds 8 shipyards.
  • Equatorial Shipyard habitat has unique districts:
  • City District: 8 Housing, 2 Clerk Jobs; 3  Upkeep
  • Alloy Processing Plant: 2 Housing; 2 Metallurgist Jobs; 2  Upkeep.
  • Geothermal Generator: 3 Housing; 2 Technician jobs; 3  Upkeep.
  • Equatorial Shipyard habitat has the following modifier:
  • -10%  Happiness.
  • -25%  Upkeep for all jobs.

Fusion Suppressor

An advanced structure capable of manipulating a star through gravity modulation.

Prerequisite Technology:

 Stellar Fusion Manipulation

Technology Effects:

+5% Energy Weapon Damage

Prerequisite Technologies:
Prerequisite Ascension Perks:

Battleships, Zero Point Power, Ultra-Energetic Particle Colliders, Helioforming

Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Fusion Suppressor Construction Site

5000

300

500

10

None

Fusion Suppressor Gravity Modulators

11000

1600

5

None

Fusion Suppressor Stellar Stabilizers

8000

1600

10

None

Fusion Suppressor - Compression Stage I

10000

8000

2700

50

15

Produces:

100  100

Fusion Suppressor - Compression Stage II

20000

1600

250

50

Produces:

250  250

Fusion Suppressor - Neutron Star Stage

20000

2700

400

75

Produces:

300  300

Fusion Suppressor

7500

360

100

Produces:

500  500

The megastructure is removed by “upgrading” it

  • The process of turning a star into a neutron star will cause a supernova, which will destroy all ships in the system and creates an  Iodizium crystal deposit on every planet in that system.
  • Must be built around a system-central star. Can’t be built around a pulsar, a neutron star or a black hole or in binary/trinary systems. Can’t be built in systems with habitable planets.
  • Requires no pre-existing megastructures or orbital station around the star.
  • Can’t be built if the star has an unresearched anomaly.
  • Created neutron star will never be large enough to be used for the Nidavellir Hyperforge


Interstellar Habitat

A vast space station built in interstellar space. It doesn't rely on a star to get its energy, and is fully self-sustaining thanks to a massive singularity reactor. Houses billions of inhabitants. The view is kinda depressing, though.

Prerequisite Technology:

 Interstellar Habitation

Technology Effects:

+5% Megastructure Building Speed

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering, Gateway Construction

Voidborn


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Interstellar Habitat Construction Site

3500

150

1800

5

None

Interstellar Habitat

5000

5000

2700

None

Completes construction of the first stage of the interstellar habitat.

  • Must be built around a star.
  • Can’t be built if another interstellar habitat had been built in this system.
  • Can’t be built if a megastructure already exists around the star.
  • Can’t be built if the star has an unresearched anomaly.
  • The basic interstellar habitat has a size of 15.
  • Once construction of the interstellar habitat is complete it is moved to its permanent location out of the solar system it was constructed in.
  • Can be upgraded with a ringworld once appropriate tech has been researched.

Interstellar habitats have unique districts and jobs:

Interstellar Habitat has the following modifiers:

  • -5%  Happiness
  • -10%  from Jobs
  • +10%  Research from Jobs

Interstellar Ringworld

A ringworld habitat built in interstellar space, around a central singularity reactor. Its surface is extremely urban and lit by massive amounts of artificial light.

Prerequisite Technology:

 Interstellar Ringworlds

Technology Effects:

+5% Megastructure Building Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Interstellar Habitation, Superscale Pseudosunlight Application, Autonomous Starless Ringworld Infrastructure.

Galactic Wonders


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Interstellar Ringworld Frame

6000

4800

None

Creates 2 sections on which ringworld segments can be built.

Interstellar Ringworld Segment (x2)

10000

3600

None

Completes a ringworld section, creating a single colonizable habitat and a tech seam that can be upgraded for another habitat.

  • Must be built around an existing interstellar habitat.
  • Each Interstellar Ringworld Segment has a size of 10

Interstellar ringworld have unique districts and jobs:

  • Commercial Segment: 20 Housing, 5 Merchant jobs, 5 Artisan jobs, 10 Clerk jobs, with 10  Upkeep and 2  Upkeep
  • Research Segment: 20 Housing, 20 Interstellar Researcher jobs, with 10  Upkeep and 2  Upkeep
  • Foundry Segment: 20 Housing, 20 Metallurgist jobs, with 10  Upkeep and 2  Upkeep

Kaiser Moon

“A complete Kaiser Moon, equipped with a gigantic railgun capable of puncturing nearly anything, alongside atomic warhead launchers and vast arrays of kinetic batteries.”

Prerequisite Technology:

 Katzen Celestial Body Weaponization

Technology Effects:

N/A

Prerequisite Technologies:


Prerequisite Ascension Perks:

N/A

N/A

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Kaiser Moon Construction Site

5000

100

1800

5

None

Asteroid Artillery

10000

2700

40

15

None

15000

3600

40

15

Spawns an non-upgradeable Kaiser Moon with the following design:

1 Uber-Riesigekatzenwaffe (Railgun)

4 Kaiserweltraumrakete (Torpedo)

6 Katzenschnellegewehr (Autocannon)

2 Lunar Hangars

Tier 4 Reactor

Tier 3 Hyperdrive

Tier 4 Thrusters

Tier 4 Sensors

Kugelblitz Containment Silo

An incredibly advanced storage device, which can store energy and matter in the form of radiation.

Prerequisite Technology:

 Artificial Kugelblitz Containment

Technology Effects:

+2500 Storage Capacity

Prerequisite Technologies:

Prerequisite Ascension Perks:

Zero Point Power, Ultra-Energetic Particle Colliders, Colossal Testing Facilities, Mega-Engineering

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Kugelblitz Containment Silo Site

2500

50

1800

5

None

Empty Kugelblitz Containment Silo

7000

1800

2

None

Kugelblitz Containment Silo

1500

25000

800

15

Produces:

150

Empire Modifier:

+20000 storage capacity to all resources other than unity and influence.

  • A Ruined Kugelblitz Containment Silo can be found
  • Can be built around any planet, moon or asteroid
  • Requires no pre-existing megastructures or orbital stations around the planet/moon/asteroid
  • Can’t be built if the planet/moon/asteroid has an unresearched anomaly

Lunar Speculorefractor

A device which projects marvelous auroras onto the skies of nearby planets, increasing amenities.

Prerequisite Technology:

 Hyperscale Refracting Apparatuses

Technology Effects:

+5%

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering, Autocurating Vaults

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Lunar Speculorefractor Construction Site

2500

75

1800

5

None

Lunar Speculorefractor Framework

5000

2500

2500

10

10

None

Lunar Speculorefractor

10000

2000

1500

2500

None

None

  • Must be built around a uninhabitable moon.
  • Requires no pre-existing megastructures or orbital stations around the moon
  • Can’t be built if the moon has an unresearched anomaly.
  • Upon completion of the Lunar Speculorefractor, its parent planet and sister-moons gain the one of the following modifiers depending on the setting chosen

Once every year, there is a chance defined via the failure chance shown in the setting chart below that the megastructure will fail, giving two options:
- Option 1: “Shut it down and send
 500 to fix it immediately.” Which will result in no further effects

- Option 2: “It doesn’t matter!” Which will result in a 50% chance of a catastrophic failure (The megastructure becomes ruined)

Setting Name

Failure Chance

Output

Lunar Lightshow

5%

+35%  Amenities

+25%  Unity from Jobs

+10%  Happiness
+25%
 Trade Value

+25% Governing Ethics Attraction

Reproductive Stimulus

10%

+50% Megastructure Upkeep

+30% Population Growth Speed

+15%  Happiness

-5  Stability

+10%  Upkeep

Subliminal Indoctrination

15%

+50% Megastructure Upkeep

+200% Governing Ethics Attraction

+25  Stability

-25  Crime

-10% Population Growth Speed

No-Night Protocols

20%

+100% Megastructure Upkeep

+35% Resource Production

-65  Crime

-15  Stability

-15%  Happiness

-20% Habitability


Maginot World

“A vast planet-spanning stronghold that seeks to be utterly unassailable for any enemy force.”

 

Prerequisite Technology:

 Ultimate Strongpoint Defence Theory

Technology Effects:

Naval Cap +50

Defensive Army HP and Morale +25%

Prerequisite Technologies:

Mega-Engineering, Modernized Asteroid Weaponry

 

 Prerequisite Ascension Perks:

N/A

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Maginot Fort Complex (Building)

      1000

      100

  720

10

1

Allows for the construction of the next stage.

Army Starting Experience: +50

Army Experience Gain: +10%

Defense Army Damage, HP, and Morale: +10%

Army Collateral Damage: -5%

Orbital Bombardment Damage: -25%

Provides one job which is essentially a soldier.

Maginot World Construction Site

       200

      5000

     1800

5

5

N/A

Maginot World Scaffold

      15000

      5000

     2500

50

10

N/A

Maginot World

      30000

      10000

       10000

     4700

N/A

Changes the planet class to a Maginot World. Spawns a Central Strategic Defence Command.

  • Maginot Worlds will explode and destroy all orbiting ships if the colony is lost.
  • Defensive systems can be upgraded through decisions.
  • Jump Drives are blocked 2 systems out

Neutronium Gigaforge

A big refinery capable of harvesting large amounts of neutronium from a neutron star, transforming it into Alloys.

Prerequisite Technology:

 Mass Neutronium Extraction

Technology Effects:

+5000 storage, +5% Armor on Ships

Prerequisite Technologies:
Prerequisite Ascension Perks:

Battleships, Citadel, Neutronium Armor

Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Neutronium Gigaforge Construction Site

3500

75

1800

5

None

Neutronium Gigaforge Main Hub

7500

2700

75

Produces:

75  15

Neutronium Gigaforge Processing Ring

5000

1800

250

Produces:

350  50

Neutronium Gigaforge

5000

1800

1250

Produces:

750  250

Empire Modifier:

+20% armor strength

  • A ruined Neutronium Gigaforge may appear in the game
  • Must be built around a pulsar or a neutron star
  • Requires no pre-existing megastructures, other than the Nidavellir Hyperforge, or orbital stations around the star.
  • Can’t be built if the star has an unresearched anomaly

Orbital Arcology

A small ringworld around a planet, providing additional district slots. More expensive for larger planets, but they benefit more.

Prerequisite Technology:

 Orbital Ringworld Arcologies

Technology Effects:

+1 Districts on Planets

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Orbital Arcology Construction Site

1500

75

900

5

5

None

Orbital Arcology

4000

to

6000

900

20

6

to

10

4

Gives a planet a special modifier that adds between 6 and 10 districts to the planet (depends on the planet’s original size with larger planets getting more additional districts).

  • Must be built around a colonized planet
  • A planet can have only one orbital ring
  • Can’t be built if the planet has an unresearched anomaly

Orbital Bastion

A large orbital structure housing various facilities to improve the ability of our fleet military. Provides various buffs to our fleets.

Prerequisite Technology:

 Superscale Orbital Military Bastions

Technology Effects:

+50  Naval Capacity

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering

Galactic Force Projection


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Orbital Bastion Construction Site

2000

100

900

5

None

Orbital Bastion

2000

600

10

Empire Modifier:

+30  Naval Capacity

+2  Fleet Command

Military Administration Branch

2500

1000

25

Empire Modifier:

+60  Naval Capacity

+4  Fleet Command

Admiralty Operations

9000

1500

25

Empire Modifier:

+120  Naval Capacity

+8  Fleet Command

  • Can be built around a planet or a moon
  • Can’t be built if the planet/moon already has a megastructure
  • Can’t be built if the planet/moon has an unresearched anomaly
  • An empire may own up to 15 Orbital Bastions, 6 Military Administration Branches, and 3 Admiralty Operations

Orbital Elysium

An Orbital Elysium is a form of advanced habitat orbiting a planet, providing lots of living space.

Prerequisite Technology:

 Advanced Orbital Habitation

Technology Effects:

+5% Research Speed

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering

Voidborn

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Orbital Elysium

5000

50

3000

5

Spawns a size 10 Orbital Elysium habitat

  • Can be built around a planet, moon or asteroid
  • Can’t be built if the planet/moon/asteroid already has a megastructure
  • Can’t be built if the planet/moon/asteroid has an unresearched anomaly
  • Has unique buildings
  • A Colonizable and a Non-Repairable Orbital Elysium can be found

Orbital Elysiums have special districts:

  • City District: 8 Housing, 2 Clerk jobs, 2 Preserve Keeper jobs which give 4  and 4 ; 3 Upkeep
  • Leisure District: 4 Housing, 2 Entertainer and 2 Culture Worker jobs; 3  Upkeep.
  • Solar Farm District: 2 Housing, 2 Technician jobs; 2  Upkeep.

The Orbital Elysium Has the Following Modifiers:

  • +10%  Happiness
  • +10%  from Jobs

Penrose Sphere

A large mirror built around a Black Hole. Radiations are bouncing back and forth between the mirror's inner surface and the Black Hole's ergosphere, generating energy.

Prerequisite Technology:

 Superradiant Scattering Exploitation

Technology Effects:

+5%  from Jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Ultra-Energetic Particle Colliders, Zero Point Power

None


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Penrose Sphere Construction Site

5000

150

1800

5

None

Penrose Sphere Frame

5000

2700

10

None

Penrose Sphere

7500

2700

25

5

None

  • Must be built around a black hole that is the main black hole in a system.
  • Requires no pre-existing megastructures, other than the HRAE-MC, or orbital stations around the black hole
  • Can’t be built if the black hole has an unresearched anomaly.
  • After the initial stages of the Penrose Sphere are built, you get a choice to either turn it into a super-massive subspace distortion bomb, or stabilize it. In the latter case, it becomes a modest source of power that can later be upgraded with a ringworld.

Subspace Distortion Bomb

A large mirror-like structure built around a Black Hole, capable of reflecting radiation back and forth between its inner surface and the Black Hole's ergosphere, causing superradiant scattering and exponentially amplifying the radiation's energy.

Prerequisite Technology:

 Superradiant Scattering Exploitation

Technology Effects:

+5% Energy from Jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Ultra-Energetic Particle Colliders, Zero Point Power

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Unarmed Subspace Distortion Bomb

N/A

  0

50

5

None

Subspace Distortion Bomb

5000

900

25

5

None

Detonate!

2500

0

None

Detonates the Subspace Distortion Bomb

Detonation Effect of the Subspace Distortion Bomb:

  • In the system where the bomb was located, all planets and asteroid belts are removed, all ships are destroyed. Penrose Sphere is removed.
  • In all systems in the immediate neighborhood of the Subspace Distortion Bomb detonation site all ships and stations take 10000 damage, all colonizable planets are turned into tomb worlds with an additional timed negative modifier.
  • In all systems two jumps away from the Subspace Distortion Bomb detonation site all ships and stations take 2500 damage and all colonizable planets get a timed negative modifier
  • All hyperlanes within 4 jumps from the Subspace Distortion Bomb detonation site are removed and randomly regenerated.
  • The empire that detonated the Subspace Distortion Bomb gets a permanent negative opinion modifier with every other empire in the game. Actual value of the opinion modifier depends on the number and type of planets that were affected by the Subspace Distortion Bomb detonation.

Stabilized Penrose Sphere

This Penrose Sphere has been stabilized with specialized constructs, allowing for more radiation to be contained within the mirror ball without risking an explosion. It therefore generates more energy.

Prerequisite Technology:

 Controlled Ergosphere Harvesting

Technology Effects:

+50000  Storage Capacity

Prerequisite Technologies:
Prerequisite Ascension Perks:

Superradiant Scattering Exploitation

Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Penrose Sphere

N/A

0

20

Produces:

250

Stabilized Penrose Sphere

5000

3000

25

Produces:

650

Can be upgraded into Penrose Sphere Ringworld

Penrose Sphere Ringworld

Parts of this Penrose Sphere's output have been redirected towards supporting a massive and highly advanced ringworld built around it.

Prerequisite Technology:

 Autonomous Starless Ringworld Infrastructure

Technology Effects:

+5% Research Speed

Prerequisite Technologies:

Prerequisite Ascension Perks:

Controlled Ergosphere Harvesting, Superscale Pseudosunlight Application

Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Ringworld Penrose Sphere

20000

2700

10

Produces:

600

Adds 2 colonizable ringworld segments to the Penrose Sphere

Penrose Segment (x2)

40000

3600

None

Completes a ringworld section, creating a single colonizable habitat and a tech seam that can be upgraded for another habitat.

  • Each Penrose Segment has a size of 28, with standard Ringworld districts

Planetary Computing Complex

“A computer engulfing an entire planet, with immense processing power. Provides massive research bonuses and unique districts.”

Prerequisite Technology:

 Planetary Scale Computing Complexes

Technology Effects:

+5% Research Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Self-Aware Logic, Ecological Adaptation, Ultra-Energetic Particle Colliders, Quantum Energy States

Galactic Wonders

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Planetary Computing Complex Construction Site

2500

75

1800

5

None

Planetary Computing Complex Internals

5000

5000

2500

10

10

None

Planetary Computing Complex

20000

20000

4700

None

Changes the planet into a Planetary Computing Complex. Megastructure itself is removed.

  • Must be built around a colonizable planet or a barren, cold barren or frozen world.
  • Requires no pre-existing megastructures around the planet.
  • Requires no orbital stations around the planet.
  • Can’t be built if the planet has an unresearched anomaly.
  • Can’t be built around asteroids.

Planetary Computing Complex provides 100% bonus to science generation and has special districts:

  • Research Laboratory adds 5 Housing and 5 Researcher jobs, with 7  Upkeep and 2  Upkeep
  • Administrative Node adds 6 Housing and 6 Bureaucrat jobs, with 7  Upkeep

Planetary Dockyard

“A Planetary Defense Nexus above this world is providing its inhabitants with plenty of military occupations and extensive protection from orbital bombardment.”

Prerequisite Technology:

 Planetary Shipbuilding Facilities

Technology Effects:

+10% Ship Build Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Mega-Engineering

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Planetary Dockyard Construction Site

1750

100

900

5

5

None

Planetary Dockyard

4000

900

30

5

Megastructure: +40 and +2.5% naval cap

Building: +3 Shipyards, +15% Ship Build Speed. Stacks up to 20 times.

Upgrades to Planetary Driveyard or Planetary Defense Nexus. Two options.

Planetary Driveyard

(Requires Planetary Shipbuilding Facilities)

6000

900

60

10

Megastructure: +80 and +5% Naval Capacity

Building: +6 Shipyards, +30% Ship Build Speed, +2 Collection Range, -7% Ship Build Cost. Stacks up to 20 times.

Planetary Defense Nexus

(Requires Planetary Strike Forces)

7500

900

60

10

Megastructure: Naval Capacity +40 and +2%, Fleet Command Limit +25

Building: +3 Shipyards, +15% Ship Build Speed. Stacks up to 20 times.

Spawns one Planetary Guardian Army

(cont. on next page)

for every 10 pops

Gains access to the Strike Corvette system

The Planetary Defense Nexus has the Strike Corvette system:

  • Strike Corvettes are corvettes which do not have FTL capabilities, and are slightly faster and stronger.
  • A base of 2 are built a month, with an extra 1 corvette a month per 20 pops.
  • Base capacity is half the number of the pops on the planet
  • Strike craft capacity can be increased through an engineering repeatable, up to 20 times, along with other misc. techs.
  • A building can be built which increases the maximum number of strike corvettes.
  • Doubled if the planet is a Maginot World
  • Designs are randomly picked from the available designs in the Ship Designer

  • Deployment:
  • Can be configured to automatically deploy if enemy fleets enter the system, if they bombard the planet, or not at all
  • Cannot be deployed if the planet is being invaded
  • Cooldown of 3 months between deployments
  • Can be deployed manually using the “Deploy Corvettes” button

Preservation Sphere

“Capable of drawing unparalleled energy.”

 

Prerequisite Technology:

 EHOF Alpha

Technology Effects:

Influence Production +10%

Research Speed +5%

Prerequisite Technologies:

Abstract Physics Theory, Condensed Quantum Electrodynamics

 

 Prerequisite Ascension Perks:

N/A

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Ruined Preservation Sphere

N/A

N/A

N/A

N/A

Preservation Sphere

       50000

      50000

     7200

250

1 (if enabled)

Produces:

6000

3000


Psionic Beacon

"A complete Psionic Beacon, a galactic lighthouse that is home to a powerful Shroud entity known as a Navigator."

Prerequisite Technology:

 Ethereal Wayfinding

Technology Effects:

+2500 Storage
+10% FTL Jumpdrive Range

-5% FTL Jumpdrive Cooldown

Prerequisite Technologies:
Prerequisite Ascension Perks:

Mega-Engineering

None

Technology is unlocked by an entity from the Shroud which has a 10% chance of contacting you the first year you have both the Mega-Engineering technology and a Chosen One leader, with the chance increasing by 5% each year after.

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Psionic Beacon Construction Site

5000

300

1800

20

None

Psionic Beacon Spire

10000

1800

40

None

Psionic Beacon Conduits

10000

1800

60

None

Psionic Beacon

10000

1800

100

Produces:

200
1

  • Must be built around a non-inhabitable planet
  • Requires no preexisting stations or megastructures around the planet
  • Requires no unresearched anomaly on the planet
  • May be activated in six different ways, with each method consuming different amounts of Psionic Sublimate

Name

Cost

Effect

Illuminate

 10

Turns the targeted Shrouded world into a Lifeless Foggy World

Traverse

 50

Gives 1000% Jump Drive range for 1 Year

Conjure

 60

Spawns 4 Psionic Avatar armies on the targeted world. The armies will disappear after defeating and taking the planet.

Dominate

 100

Gives you control over the targeted system. Gives all non-robotic pops in that system the Enthralled trait, resulting in them not producing any resources, and can be reversed through Gene Tailoring. Robotic pops are destroyed.

Augment

 100

Targets an admiral with either the Psionic or Chosen one Traits, and has a chance to give that admiral a powerful trait, with the chance scaling linearly with admiral level, from 37% at level 1 to 100% at level 10. If the chance fails,  50 + 5 * Admiral Level will be returned.

Farsighted:

Imprinted with the overwhelming power of the Psionic Beacon, this Admiral can detect, engage and outmaneuver enemies with unprecedented skill.
+60% Weapon Range
+3 Sensor Range
+3 Hyperlane Detection Range
+30% Sublight Speed
+80 Leader Lifespan

Fortifier

Imprinted with the overwhelming power of the Psionic Beacon, this Admiral can keep track of all his ships and augment their capabilites by directing Shroud energies.
+15% Damage
+30% Ship Hull Points
+1.5% Daily Armor Regen
+1.5% Daily Hull Regen
+80 Leader Lifespan

Astute:

Imprinted with the overwhelming power of the Psionic Beacon, this Admiral is a peerless master at maintaining and preserving combat strength.
-30% Ship Upkeep Cost
+75% Combat Disengagement Chance
-45% Emergency FTL Risk
+80 Leader Lifespan

Imprison

 200

Turns an enemy planet into a Shrouded World, killing all of the planet’s inhabitants.

Psychic Hypersiphon

A fully operational and stabilized Psychic Hypersiphon. The portal connecting our reality with the Shroud has been fully activated, and this link to the shroud releases pure Shroud Essence, which greatly enhances our psionic potential.

Prerequisite Technology:

 Shroud Energy Studies

Technology Effects:

+2500 Storage Capacity, +5%  from Jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

Telepathy

Transcendence

 Deep Shroud Network

Technology Effects:

+5% , +5% Research Speed, +5%

Prerequisite Technologies:
Prerequisite Ascension Perks:

Shroud Energy Studies
None

 Shroud Summoning Rituals

Technology Effects:

+10% Army Damage

Prerequisite Technologies:
Prerequisite Ascension Perks:

Deep Shroud Network
None

 Shroud Energy Capacitors

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Shroud Summoning Rituals

None

 Direct Shroud Connection

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Battleships, Citadel, Shroud Energy Capacitors

Transcendence

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Psychic Hypersiphon Construction Site

3000

150

1800

10

None

Psychic Hypersiphon Core

17500

2700

25

20

None

Psychic Hypersiphon Spire

22000

2700

150

35

None

Psychic Hypersiphon

10000

20000

2700

175

Produces:

750  750 7500 5

Empire Modifier:

+15% FTL speed
+3 Sensor Range

+7.5% habitability

+15%  Research Speed

+15%  Research Speed

+ 15%  from jobs

  • An empire can build only one Psychic Hypersiphon
  • Must be built around a star. Can’t be built around a pulsar, a neutron star or a black hole
  • Requires no pre-existing megastructures or orbital stations around the star
  • Can’t be built if the star has an unresearched anomaly
  • About 10 years after construction is complete, the Unbidden will appear

Squareworld

“This oddly-shaped ringworld segment has been restored by advanced technologies. Its internal fabricators are producing large amounts of Quberine, the same material this squareworld's frame is made out of.”

 

Prerequisite Technology:

 Planetary-Scale Fabrication Protocols

Technology Effects:

+10% megastructure construction speed

+1 /month

Prerequisite Technologies:

Unconventional Macroengineering Methods

 

 Prerequisite Ascension Perks:

N/A

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Ruined Squareworld

N/A

N/A

N/A

Cannot be built, only naturally spawned.

Restored Squareworld Segment

      10000

      200

     3600

N/A

Squareworld Segment (pog pog pog)

  • The system has a Derelict Station in the center which must be upgraded to obtain the technology to repair the Squareworld.

Star Lifter

A Star Lifter fully envelops a given star, gathering solar mass and converting it directly into minerals.

Prerequisite Technology:

 Hyperscale Stellar Lifting

Technology Effects:

+5000 storage, +5% from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Zero-Point Power, Ultra-Energetic Particle Colliders, Colossal Testing Facilities.

Galactic Wonders


Construction stages:

Name

Cost (For G-Class Star)

 Build Time

Upkeep

Effects (For G-Class Star)

Star Lifter Site

3500

300

1800

5

None

Star Lifter Frame

15000

3600

None

None

Star Lifter Stage 1

15000

3600

50

Produces:

500

Star Lifter Stage 2

15000

3600

100

Produces:

1000

Star Lifter Stage 3

15000

3600

125

Produces:

1500

Star Lifter

15000

3600

150

Produces:

2000

  • Cost and Output varies based on Stellar Class
  • Upon completion, all barren planets are turned into cold barren worlds, and all molten and toxic planets in the system are turned into frozen worlds
  • Can’t be built around neutron stars, pulsars or black holes
  • Requires no pre-existing megastructures or orbital stations around the star
  • Can’t be built if the star has an unresearched anomaly

Stellarite Kaiser Moon

“A complete Stellarite Kaiser Moon, equipped with a gigantic railgun capable of puncturing nearly anything, alongside atomic warhead launchers and vast arrays of kinetic batteries.”

Prerequisite Technology:

 Esoteric Katzen Weaponry

Technology Effects:

N/A

Prerequisite Technologies:


Prerequisite Ascension Perks:

N/A

N/A

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Stellarite Kaiser Moon Construction Site

10000

100

1800

5

None

Stellarite Kaiser Moon Movement Systems

30000

50000

2700

350

100

None

Stellarite Kaiser Moon

30000

75000

3600

750

250

Spawns an non-upgradeable Stellarite Kaiser Moon with the following design and buffs:

1 Uber-Riesigekatzenwaffe (Railgun)

4 Kaiserweltraumrakete (Torpedo)

6 Katzenschnellegewehr (Autocannon)

2 Lunar Hangars

Tier 4 Reactor

Tier 3 Hyperdrive

Tier 4 Thrusters

Tier 4 Sensors

+12% damage, hull, armor, and shield

+3% ship rate of fire

+100% ship movement speed

Substellar Compressor

A construct built around a Brown Dwarf in order to trigger fusion reactions and ignite it.

Prerequisite Technology:

 Helioforming

Technology Effects:

+5%  from Jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Ultra-Energetic Particle Colliders, Zero Point Power, Colossal Testing Facilities

None


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Substellar Compressor Site

5000

75

2700

5

None

Substellar Compressor Magnetopanels

6500

2700

5

5

None

Substellar Compressor

3500

2700

10

10

None

Substellar Compressor - Compression

5000

30000

7200

10

50

Produces:

 50

Ignite the Star

5000

360

10

Produces:

350  50

Dismantle Substellar Compressor

-5000
1000

360

None

None

  • Upon ignition, moons of the brown dwarf are turned into lifeless habitable worlds, or are given terraforming candidate modifiers
  • Must be built around a brown dwarf, T-class star or a gas giant that is a helioforming candidate
  • Requires no pre-existing megastructures or orbital stations around the brown dwarf
  • Can’t be built if the brown dwarf has an unresearched anomaly

Superatmospheric Umbegaseous Collecto-Condenser

The Superatmospheric Umbegaseous Collecto-Condenser, or S.U.C.C. for short, is a massive facility which wraps around a Gas Giant. Using massive tractor beams, it steadily harvests the planet's atmosphere and refines it into Energy, Gases and Volatile Motes.

Prerequisite Technology:

 Global Atmospheric Stripmining

Technology Effects:

+10%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Quantum Field Manipulation,         Exotic Gas Extraction

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

S.U.C.C. Construction Site

5000

150

1800

5

None

S.U.C.C. Orbital Apparatus

5500

2700

25

10

None

S.U.C.C.

4000

2700

35

Produces:

250  20  20

Gas Giant Diamond Core S.U.C.C.

n/a

n/a

35

Produces:

100  200  100

  • Must be built around a gas giant of size > 5.
  • Can’t be built around colonizable gas giants.
  • Requires no pre-existing megastructures or orbital stations around the planet.
  • Can’t be built if the planet has an unresearched anomaly.
  • S.U.C.C. has finite working time and will last longer on larger planets. Every two years the size of the mined planet is reduced by 1. Once the gas giant is depleted, the S.U.C.C. will shut down.
  • If the initial size of the gas giant is 27 or greater, there is a chance that it will have a diamond core and S.U.C.C. will continue mining it for minerals and rare crystals.
  • If the gas giant has no diamond core, it will be converted into a barren world with  deposits, 2 , and 2 .

Titanic Ringworld

A Titanic Ringworld builds upon an existing ringworld system, providing more habitable space.

Prerequisite Technology:

 Superscale Pseudosunlight Application

Technology Effects:

+5% Megastructure Build Speed

Prerequisite Technologies:
Prerequisite Ascension Perks:

Ring Worlds

Galactic Wonders

 Titanic Ringworld Construction

Technology Effects:

+5% Megastructure Build Speed

Prerequisite Technologies:
Prerequisite Ascension Perks:

Superscale Pseudosunlight Application.

Galactic Wonders


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Titanic Ring World Site

10000

300

3600

10

None

Titanic Ring World Frame Section

20000

9600

None

Creates 4 sections on which ringworld segments can be built.

Completed Titanic Ring World Section (x4)

20000

7200

None

Completes a ringworld section, creating a single colonizable habitat and a tech seam that can be upgraded for another habitat.

  • Must be built around an existing standard-scale ringworld
  • Each Titanic Ringworld Segment has 20 Segment Slots, as well as a Modifier which gives 20 Housing

Yggdrasil Orchid Complex

A fully activated Yggdrasil Orchid Complex, surrounding a Gas Giant full of genetically engineered plant life floating in its upper atmosphere, ready to be harvested and transformed into edible food for our population.

Prerequisite Technology:

 Large-scale Bioatmospheric Manipulation

Technology Effects:

+5%  from Jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Targeted Gene Expressions, Mega-Engineering, Orbital Ecosystems, Terrestrial Sculpting, Battleships

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Yggdrasil Orchid Complex Construction Site

5000

75

2700

5

None

Yggdrasil Orchid Complex Laboratories

7500

2700

10

Produces:

50

Yggdrasil Orchid Complex Weather Manipulators

5000

2700

25

10

Produces:

100

Yggdrasil Orchid Complex

5000

1000

3600

150

40

15

Produces:

300  500  650

  • A ruined Yggdrasil Orchid Complex can be found
  • Must be built around a non-moon gas giant
  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly
  • Can’t be built around a colonizable gas giant

Kilostructures

Megastructures

Gigastructures

Terastructures

1c.) Gigastructures

Low-Tier Gigastructures:

High-Tier Gigastructures:

Low Tier Gigastructures

Behemoth Planetcraft

An absolutely gigantic spacecraft built around a large planet. It is capable of taking down almost anything by itself.

Prerequisite Technology:

 Super-Earth Planetary Body Manipulation

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Tetradimensional Engineering, Celestial Body Weaponization.

Gigastructural Constructs


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Behemoth Planetcraft Construction Site

10000

100

1800

5

None

Planetcraft Crust

3500

3600

75

30

None

Planetcraft Movement Systems

75000

3600

75

30

None

Planetcraft Weaponry

100000

3600

75

30

Removes the planet, spawns a behemoth planetcraft ship of a pre-made design in its place.

  • A Ruined Behemoth Planetcraft can be found
  • Must be built around a barren planet of a size greater than 25
  • Can’t be built if the planet already has a megastructure.
  • Can’t be built if the planet has an unresearched anomaly.
  • The player is allowed to select the Behemoth Planetcraft’s loadout. While this does make them much more versatile than Attack Moons, a large number of nimble opponents may still be able to take it down. After a while…
  • Takes 250 Naval Capacity and Fleet Command
  • Requires the Apocalypse DLC

Behemoth Ringworld

A Behemoth Ringworld builds upon an existing double ringworld system, providing even more habitable space. A full Behemoth Ring World consists of a massive 8 Completed Ring World Sections, each equivalent to a size 25 Gaia world.

Prerequisite Technology:

 Behemoth Ringworld Construction

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

Gigastructural Constructs

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Behemoth Ring World Site

15000

100

5400

15

None

Behemoth Ring World Frame Section

30000

14400

None

Creates 4 sections on which ringworld segments can be built.

Completed Behemoth Ring World Section (x4)

30000

10800

None

Completes a ringworld section, creating a single colonizable habitat and a tech seam that can be upgraded for another habitat.

  • Must be built around an existing Titanic ringworld
  • Each Behemoth Ringworld Segment has 30 Segment Slots, as well as a modifier which gives 40 Housing

Gargantuan Ringworld

A Gargantuan Ringworld builds upon an existing triple ringworld system, providing probably too much habitable space. A full Gargantuan Ring World consists of an overly massive 10 Completed Ring World Sections, each equivalent to a size 25 Gaia world.

Prerequisite Technology:

 Supratitanic Habitat Stabilization Systems

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Behemoth Ringworld Construction

None

 Gargantuan Ringworld Construction

Technology Effects:

None

Prerequisite Technologies:

Prerequisite Ascension Perks:

Supratitanic Habitat Stabilization Systems,  Tetradimensional Engineering
None


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Gargantuan Ring World Site

20000

300

7200

20

None

Gargantuan Ring World Frame Section

40000

19200

None

Creates 4 sections on which ringworld segments can be built.

Gargantuan Titanic Ring World Section (x4)

40000

14400

None

Completes a ringworld section, creating a single colonizable habitat and a tech seam that can be upgraded for another habitat.

  • Must be built around an existing Behemoth ringworld
  • Each Gargantuan Ringworld Segment has 40 Segment Slots, as well as a modifier which gives 60 Housing

Hawking Radiation and Accretion Emission Macro-Collector

The Hawking Radiation and Accretion Emission Macro-Collector, or HRAE-MC, is a technological jewel built around a Black Hole to collect its energy.

Prerequisite Technology:

 Relativistic Singularity Harvesting

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

None
Gigastructural Constructs

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

HRAE-MC Construction Site

5000

150

1800

5

None

HRAE-MC Chrono-Accelerators

20000

4000

25

5

None

HRAE-MC Mass Injectors

20000

4000

35

Produces:

500

HRAE-MC Accretion Collectors

20000

4000

70

Produces:

1750  500

HRAE-MC

20000

3600

175

Produces:

3500  1250  15
Empire Modifiers:

-15% Usage

  • Must be built around a black hole in a surveyed system
  • Requires no pre-existing megastructures, other than the Penrose Sphere, or orbital stations around the black hole
  • Can’t be built if the black hole has an unresearched anomaly

Hyperstructural Assembly Yard

“A system-spanning complex of shipyards and anchorages, capable of rapidly assembling entire armadas.”

Prerequisite Technology:

Gargantuan Shipyard Facilities

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Tetradimensional Engineering

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Hyperstructural Assembly Yard Site

4000

300

500

10

None

Hyperstructural Assembly Yard Inner Ring

10000

3600

250

None

Hyperstructural Assembly Yard Plasma Pumps

20000

3600

500
200

Produces:

500

Empire Modifier:

500 Naval Capacity

Hyperstructural Assembly Yard Outer Ring

35000

2700

1500
500

Produces:

1000

Empire Modifier:

750 Naval Capacity
 35000 Storage Capacity
 15000 Storage Capacity

Hyperstructural Assembly Yard

40000

1800

3000
1000

1.5

Produces:

1500

Empire Modifier:

 1500 Naval Capacity
 50000 storage
 25000 storage

+75% Ship Build Speed

  • Must be built around an A or B class star
  • Requires no pre-existing megastructures or orbital stations around the star
  • Can’t be built if the star has an unresearched anomaly
  • Upon construction of Hyperstructural Assembly Yard Inner Ring all planets and asteroid belts in the system will be removed
  • In order to access Hyperstructural Assembly Yard’s Shipyards, you must build the Hyperstructural Assembly Yard Uplink building in the system’s starbase. It gives +90 Shipyard Capacity, +150 Ship Starting Experience, +200% Ship Build Speed, and -15% Ship Build Cost

Matrioshka Brain

A Matrioshka Brain is a huge computer consisting of multiple layers stretching around an entire star.

Prerequisite Technology:

 Gigascale Stellar Computing

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

None
Gigastructural Constructs

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Matrioshka Brain Construction Site

10000

300

500

10

None

Matrioshka Brain Solar Capacitors

30000

1500

10

Produces:

 50

Matrioshka Brain Main Databank

35000

2700

25

Produces:

 250

Matrioshka Brain Central Processor

40000

5400

50

0.5

Produces:

 750

Matrioshka Brain Quantum Calculators

45000

5400

100

1

Produces:

 2000

Matrioshka Brain

50000

5400

210

1.5

Produces:

 5000

Empire Modifier:

+25% Research Speed
+15% Robot Output
+25%

+25%

  • Cost and Output varies by Stellar Class
  • Removes all planets and asteroid belts in the system.
  • Can’t be built around neutron stars, pulsars or black holes. Can’t be built in binary/trinary systems. Can’t be built in systems with colonized planets.
  • Requires no pre-existing megastructures or mining station around the star.
  • Can’t be built if the star has an unresearched anomaly.

Matrioshka Reality Simulator

A Matrioshka Brain is a huge computer consisting of multiple layers stretching around an entire star.

Prerequisite Technology:

 Gigascale Stellar Computing

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Tetradimensional Engineering
None

Construction Stages:

Matrioshka Reality Simulator 1

12500

1350

220

1.5

Production reduced to:

 4375

Creates a size 10 Matrioshka Brain Reality Simulator “planet”.

Matrioshka Reality Simulator 2

12500

1350

230

1.5

Production reduced to:

 3750

Creates a size 10 Matrioshka Brain Reality Simulator “planet”.

Matrioshka Reality Simulator 3

12500

1350

240

1.5

Production reduced to:

 3125

Creates a size 10 Matrioshka Brain Reality Simulator “planet”.

Matrioshka Reality Simulator 4

12500

1350

250

1.5

Production reduced to:

 2500

Creates a size 10 Matrioshka Brain Reality Simulator “planet”.

  • Must be built on a completed Matrioshka Brain
  • Matrioshka Brain Reality Simulators are special “planets” that have perfect habitability but don’t allow biological pops to grow (they must be resettled). Biological pops on Matrioshka Brain Reality Simulator have their food Upkeep greatly reduced.
  • Matrioshka Brain Reality Simulator can be upgraded into Matrioshka Brain Industrial Segment or Matrioshka Brain Processing Segment “planets” via a planetary decision.
  • Depending on the Virtual World type, some resources are impossible to generate.

Matrioshka Brain Reality Simulation Segment

Planet Modifier

District Name/Modifiers

District jobs

+100% Habitability

-10000% Pop Growth Speed

+20  Housing

+30  Amenities

-1000%  from Jobs

-100% Pop  Upkeep

-1 Biological  Upkeep

-1 Lithoid  Upkeep

+1 Pop  Upkeep

Megaplex Server

Cost:  2000,   640

Upkeep:  50

Modifiers:  50

1 Enforcer

10 Clerk

Simulated World

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

    +0.5 Researcher  Output

                +1 Researcher  Upkeep

10 Researcher

Virtual Entertainment Center

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

                 +1 Culture Worker  Output

                 +1 Culture Worker  Output

                 +1 Culture Worker  Upkeep

10 Culture Worker

5 Entertainer

Virtual Bureaucracy Server

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

10 Virtual

Bureaucrat

Matrioshka Brain Industrial Segment

Planet Modifier

District Name/Modifiers

District jobs

+100% Habitability

-10000% Pop Growth Speed

+20  Housing

+30  Amenities

-100% Pop  Upkeep

-1 Biological  Upkeep

-1 Lithoid  Upkeep

+1 Pop  Upkeep

Megaplex Server

Cost:  2000,   640

Upkeep:  50

Modifiers:  50

1 Enforcer

10 Clerk

Dyson Panel District

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

                 +1  from Technicians

10 Technician

Solar Lifting District

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

                +1 Miner  Output

                +0.5 Miner  Upkeep

10 Matter Synthesizing Engineer

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

                 +1 Artisan  Output

                 +0.5 Artisan  Upkeep

10 Artisan

Matrioshka Brain Processing Segment

Planet Modifier

District Name/Modifiers

District Jobs

+100% Habitability

-10000% Pop Growth Speed

+20  Housing

+30 Amenities

-100% Pop  Upkeep

-1 Biological  Upkeep

-1 Lithoid  Upkeep

+1 Pop  Upkeep

Megaplex Server

Cost:  2000,   640

Upkeep:  50

Modifiers:  50

1 Enforcer

10 Clerk

Alloy Lifting District

Cost:  2000, 100,  640

Upkeep:  10,  2

Modifiers:  10

     +1 Metallurgist  Output

     +1 Metallurgist  Upkeep

10 Metallurgist

Strategic Resource Manufactory

Cost:  2000  640

Upkeep:  10

Modifiers:  10

                 +0.5 RefinerOutput

                 +1 Refiner  Upkeep

10 Strategic Production Engineer

Shipyard Segment

Cost:  2000  640

Upkeep:  10,  2

Modifiers:  10

                 +1 Metallurgist  Output

                 +1 Metallurgist  Upkeep

                 Allows production of Solar

                 Shipyard Uplink Starbase

                 Buildings and Modules

10 Metallurgist

  • Only 1 Shipyard Segment may be built

Nicoll-Dyson Beam

A superweapon of unprecedented scale, capable of laying waste to entire systems.

Prerequisite Technology:

Phased Hyperenergetic Power Capacitors

Technology Effects:

None

Prerequisite Technologies:

Prerequisite Ascension Perks:

Tetradimensional Engineering

None

Hyperfocusing Macroscale Crystalline Lenses

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks  

Phased Hyperenergetic Power Capacitors
None

Artificial Interstellar Wormhole Generations

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Hyperfocusing Macroscale Crystalline Lenses

None

Offensive Gigascale Energy Redirection

Technology Effects:

None

Prerequisite Technologies:

Prerequisite Ascension Perks:

Tachyon Lances, Ultra-Energetic Particle Colliders, Artificial Interstellar Wormhole Generation

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Nicoll-Dyson Beam Construction Site

12500

500

1800

10

None

Nicoll-Dyson Beam Magneto-Collector

15000

3600

15

None

Nicoll-Dyson Beam Stellar Redirector

35000

10800

15

None

Nicoll-Dyson Beam Hyperscale Stabilizers

30000

5400

150

None

Nicoll-Dyson Beam

27000

5400

350

1

Produces:

200

  • Removes every planet and asteroid belt in the system.
  • Must be built around a system-center star of class A or B. Can’t be built in binary/trinary systems. Can’t be built in systems with colonized planets.
  • Can’t be built by a signatory.
  • An empire can build a Nicoll-Dyson Beam only once.
  • Requires no pre-existing megastructures or orbital station around the star
  • Can’t be built if the star has an unresearched anomaly.
  • Has multiple firing intensities, with more powerful beams taking longer to cool down.
  • Gives +100 opinion to other empires until first fired.
  • Gives -50 opinion to fallen empires
  • The cooldown is affected by Megastructure Build Speed modifiers

Name

Cooldown

Effect

Ruin Infrastructure

 1000

Planet becomes Lifeless Habitable, Devastation goes to 100%

Sterilize Planet

 1500

Planet becomes Barren, can be terraformed back

Melt Planet

 2000

Planet becomes Molten, Generates  1 Deposit

Crack Planet

 2500

Planet becomes Shattered, Generates  10 Deposit

Destroy System

 2500

Destroys system, turns central Star into Neutron Star

Nidavellir Hyperforge

A fully operational Nidavellir Hyperforge. Its immensely powerful tractor beam siphons massive amounts of energy and neutronium from the star, and the specialized foundries rings utilize space-time manipulation to forge the most powerful weapons in the universe. Can power one Ragnarok Lightning Cannon.

Prerequisite Technology:

Spatio-Temporal Alloy Forging

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Tetradimensional Engineering
None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Nidavellir Hyperforge Construction Site

3500

150

1800

5

None

Nidavellir Hyperforge Inner Ring

15000

3600

300

Produces:

200

Nidavellir Hyperforge Generator Ring

20000

3600

1200

Produces:

800

Nidavellir Hyperforge Processing Ring

30000

4000

1800

Produces:

1200

Nidavellir Hyperforge

40000

4000

3000

1

Produces:

2000

Empire Modifier:

+15%  output

+25% ship weapon damage

+200% army damage

+20% Hull and Armor Health

  • Must be built around a neutron star or pulsar of size 10 or higher
  • Requires no pre-existing megastructures, other than the Neutronium Gigaforge, or orbital stations around the star
  • Can’t be built if the neutron star/pulsar has an unresearched anomaly.

High Tier Gigastructures

Alderson Disk

An Alderson Disk is a massive, solar-system spanning disk allowing for habitation on its upper surface. Such a construct would be ludicrously expensive, and would require the application of several incredibly advanced technologies to prevent it from collapsing, but could provide untold amounts of industrial capacity and building space.

Prerequisite Technology:

 The Alderson Disk

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

The Slice of Life


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Alderson Disk Construction Site

5000

100

1200

10

None

Alderson Disk Frame

150000

3600

25

Removes all planets and asteroid belts in the system.

Spawns 8 slice segments. Each must be given a specialization:

Gaia Alderson Slice

120000

3600

None

Created a finished size 15 Gaia Alderson Slice.

Alderson Computing Complex

120000

10000

3600

None

Creates a finished  size 15 Alderson Computing Complex

Ecumenopolis/Hive/Machine Alderson

120000

3600

None

Creates a finished  size 15 Ecumenopolis/Hive/Machine Alderson

  • Must be built around a star. Can’t be built in binary or trinary systems.
  • The system must be surveyed.
  • Can’t be built if the star has an unresearched anomaly.
  • Can’t be built in neutron star, pulsar or black hole systems created by a fusion suppressor.
  • Can’t be built in systems with habitable planets.
  • Can’t be built in systems with existing megastructures.
  • Alderson Disk can’t be damaged by a Nicoll-Dyson beam.

Gaia Alderson Slices have the following districts:

  • For Biological Empires:
  • Habitation Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 12 Enforcer jobs
  • 60 Clerk jobs
  • Commercial Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 120 Housing
  • 30 Merchant jobs
  • 30 Artisan jobs
  • 60 Clerk jobs
  • Matter Generator Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 120 Housing
  • 120 Matter Synthesizer jobs
  • Farming Megaplex Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 120 Housing
  • 120 Farmer jobs
  • For Hive Mind Empires:
  • Hive Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 216 Maintenance Drone jobs
  • 12 Hunter-Seeker Drone jobs
  • Solar Generator Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 180 Housing
  • 180 Tech-Drone Jobs
  • Matter Generator Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Matter Synthesis Drone jobs
  • Farming Megaplex Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Agri-Drone jobs
  • For Machine Empires:
  • Nexus Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 180 Maintenance Drone jobs
  • 60 Tech-Drone jobs
  • 12 Hunter-Seeker Drone Jobs
  • Solar Generator Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 180 Housing
  • 180 Tech-Drone Jobs
  • Matter Generator Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Matter Synthesis Drone jobs

Alderson Computing Complexes have the following Districts:

  • For Biological Empires
  • A Modifier which gives +100% Research from Jobs
  • Habitation Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 12 Enforcer jobs
  • 60 Clerk jobs1
  • Research Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 120 Housing
  • 120 Researcher jobs
  • Administrative Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 120 Housing
  • 120 Bureaucrat jobs
  • For Hive Mind Empires
  • A Modifier which gives +100% Research from Jobs
  • Hive Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 216 Maintenance Drone jobs
  • 12 Hunter-Seeker Drone jobs
  • Research Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 120 Housing
  • 120 Brain Drone jobs
  • Administrative Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 120 Housing
  • 120 Coordinator jobs
  • For Machine Empires
  • Nexus Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 300 Housing
  • 180 Maintenance Drone jobs
  • 60 Tech-Drone jobs
  • 12 Hunter-Seeker Drone jobs
  • Research Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 120 Housing
  • 120 Brain Drone jobs
  • Administrative Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 120 Housing
  • 120 Coordinator jobs

Ecumenopolis/Hive/Machine Aldersons have the following Districts:

  • For Biological Empires
  • Habitation Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 1200 Housing
  • 12 Enforcer jobs
  • 150 Clerk jobs
  • Industrial Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 180 Housing
  • 180 Artisan jobs
  • Foundry Hypersegment:
  • 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Metallurgist jobs
  • Leisure Hypersegment:
  • Cost: 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 90 Entertainer jobs
  • 90 Culture Worker jobs
  • For Hive Mind Empires
  • Hive Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 750 Housing
  • 540 Maintenance Drone jobs
  • 12 Hunter-Seeker Drone jobs
  • Industrial Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 180 Housing
  • 180 Artisan Drone jobs
  • Foundry Hypersegment:
  • 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Foundry Drone jobs
  • For Machine Empires
  • Nexus Hypersegment:
  • Cost: 12000; Upkeep: 60
  • 750 Housing
  • 450 Maintenance Drone jobs
  • 150 Tech-Drone jobs
  • 12 Hunter-Seeker Drone jobs
  • Industrial Hypersegment:
  • Cost: 12000, 600; Upkeep: 60, 12
  • 180 Housing
  • 180 Artisan Drone jobs
  • Foundry Hypersegment:
  • 12000, 600; Upkeep: 60,  12
  • 180 Housing
  • 180 Foundry Drone jobs

Behemoth Assembly Plant

“The construction site for a colossal assembly yard capable of fabricating an entire Behemoth Planetcraft out of raw planetary material and alloys.”

 

Prerequisite Technology:

 Planetary-Scale Fabrication Protocols

Technology Effects:

+5% megastructure construction speed

Prerequisite Technologies:

Lunar-Scale Fabrication Protocols

 

 Prerequisite Ascension Perks:

 Celestial Warship Assembly

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Behemoth Assembly Plant Construction Site

      5000

      100

     1800

      5

None

Behemoth Assembly Plant Supports

      15000

    1000

     3600

      400

      200

None

Behemoth Assembly Plant Stabilizers

      80000

     2000

     3600

 

     800

     300

 

None

Behemoth Assembly Plant

     200000

     5000

     3600

     1500

     600

 

Allows construction of Fabricated War Moons

Fabricate Behemoth Planetcraft

      250000

      200000

      26

   12600

      1500

      600

Upon completion, creates a Fabricated Behemoth Planetcraft and returns to “Behemoth Assembly Plant” stage.

  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly
  • Requires a non-habitable, non-solar celestial body
  • Planetary Mass () can be harvested using a decision on any non-solar celestial body.

Hyperdimensional Destabilizer

“The fruits of countless studies undertaken on the Blokkats, this marvelous device is capable of unleashing a devastating blow through higher-dimensions in order to strike at every part of the Hyperdimensional Bulwark at once. Enhanced with chronodisruptors, it can additionally strike through time itself.”

 

Prerequisite Technology:

 Early Hyperdimensional Destabilizer Schematics

Technology Effects:

N/A

Prerequisite Technologies:

N/A

 

 Prerequisite Ascension Perks:

N/A

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Hyperdimensional Destabilizer Construction Site

50000

300

1800

10

N/A

Hyperdimensional Destabilizer Pentasingularity

200000

100000

 7200

500

500

N/A

Hyperdimensional Destabilizer Branebreaker

400000

200000

 7200

1500

1000

N/A

Hyperdimensional Destabilizer

600000

400000

 7200

1500

3000

Can be activated to take down the Blokkat-Vester’s shield for two years while also granting the Sundered Reality modifier to the self for two years.

Hyperdimensional Destabilizer Chronodisruptor

500000

1000000

 7200

2500

6000

Can be activated to take down the Blokkat-Vester’s shield for six years while also granting the Sundered Reality modifier to the self for two years.

  • The Sundered Reality modifier grants the following:
  • -25% Shield HP
  • +10% physics research from jobs
  • Jump Drive Cooldown -80%
  • Jump Drive Range +40%
  • Hyperdrive Charge Time -25%
  • Emergency FTL Charge Time -15%

Intertemporal Restorator

“This advanced megastructure is capable of breaching into the far future and, thanks to a controlled and extremely powerful temporal pulse, drag a star and its gravity well through the past and into our present.”

 

Prerequisite Technology:

 Early Hyperdimensional Destabilizer Schematics

Technology Effects:

Job production +25%

Max  Energy Storage +10000000

Prerequisite Technologies:

N/A

 

 Prerequisite Ascension Perks:

N/A

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Intertemporal Restorator Construction Site

50000

1800

10

N/A

Intertemporal Restorator

75000

200000

 7200

500

N/A

Activate Restorator

400000

4

N/A

Activates the Restorator, drawing a star from the future to the present.


Stellar Systemcraft

We are already able to transform entire planets into warships, but some of our more ambitious scientists believe that it might be possible to, somehow, go even bigger. An entire solar system, assembled together to form a warship of unbelievably huge proportions. This grand construct would dwarf even the mighty Behemoth Planetcraft, and last, we might finally have enough dakka.

Prerequisite Technologies:

 Theoretical Stellarscale Propulsion

Technology Effects:

Unlocks Systemcraft construction site
Ship movement speed: +5%

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

Esoteric Celestial Weaponization

 Stabilized Solar Compression

Technology Effects:

Unlocks Systemcraft Solar Compressor

Prerequisite Technologies:

Theoretical Stellarscale Propulsion

 Hyperdimensional Energy Channelling

Technology Effects:

Unlocks Systemcraft Synchronized Planetary Thrusters

Prerequisite Technologies:

Stabilized Solar Compression

 Systemcraft Lunar Supports

Technology Effects:

Unlocks Systemcraft Lunar Supports

Prerequisite Technologies:

Hyperdimensional Energy Channelling

 Systemcraft Celestial Erasers

Technology Effects:

Unlocks Systemcraft Celestial Erasers

Prerequisite Technologies:

Systemcraft Lunar Supports

 Stellar Systemcraft

Technology Effects:

Unlocks Stellar Systemcraft

Prerequisite Technologies:

Systemcraft Celestial Erasers


Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Stellar Systemcraft Construction Site

10000

200

1800

5

None

Systemcraft Solar Compressor

100000

3600

100

50

Removes planets and asteroid belts in the system

Systemcraft Synchronized Planetary Thrusters

100000

3600

250

100

None

Construction requires:

- 2 Attack Moons

- 1 Behemoth Planetcraft

Systemcraft Lunar Supports

100000

3600

500

150

None

Construction requires:

- 2 Attack Moons

Systemcraft Celestial Erasers

100000

3600

750

500

None

Construction requires:

- 2 Behemoth Planetcrafts

Stellar Systemcraft

100000

3600

Spawns Stellar Systemcraft “ship” upon completion.

Construction requires:

- 1 Attack Moon

- 1 Behemoth Planetcraft

- 40 pops as “crew”

  • Must be built around a star. Can’t be built in binary or trinary systems
  • Can’t be built if the star has an unresearched anomaly
  • Can’t be built in a system with habitable planets
  • The player is allowed to select the Stellar Systemcraft’s loadout. Much like as is the case with the Behemoth Planetcraft, there are no small weapon slots
  • Can’t be merged into fleets with “traditional” ships
  • Takes 512 fleet capacity
  • Requires the Apocalypse and Federations DLCs

Lunar Macroreplicator

“This large orbital installation boasts a humongous assembly plant several hundred kilometers in diameter. It is capable of reorganizing large quantities of crude planetary matter into operational Attack Moons.”

 

Prerequisite Technology:

 Lunar-Scale Fabrication Protocols

Technology Effects:

+5% megastructure construction speed

Prerequisite Technologies:

None

 

 Prerequisite Ascension Perks:

 Celestial Warship Assembly

 

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Lunar Macro-Fabricator Construction Site

      5000

      100

     1800

      5

None

Lunar Macro-Fabricator Matter Assembler

      2500

    250

     3600

      200

      25

None

Lunar Macro-Fabricator

      35000

     1000

     3600

 

     400

     50

 

Allows construction of Fabricated War Moons

Attack Moon Fabrication

      30000

      5

      7

   7200

      400

      50

Upon completion, creates a Fabricated War Moon and returns to “Lunar Macro-Fabricator” stage.

  • Requires no pre-existing megastructures or orbital stations around the planet
  • Can’t be built if the planet has an unresearched anomaly
  • Requires a non-habitable, non-solar celestial body
  • Planetary Mass () can be harvested using a decision on any non-solar celestial body.

Kilostructures

Megastructures

Gigastructures

Terastructures

1d.) Terastructures

Birch World

A gigantic shell built around a Supermassive Black Hole, that can house an infinite amount of pops. The ultimate Habitat.

Prerequisite Technology:

 The Birch World

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

None
Vast Expanses


 Physma Construction

Technology Effects:

Unlocks Physma Insulae

Prerequisite Technologies:
Prerequisite Ascension Perks:

The Birch World
None

 Ktisma Construction

Technology Effects:

Unlocks Ktisma Insulae

Prerequisite Technologies:
Prerequisite Ascension Perks:

The Birch World

None

 Black Hole Extraction

Technology Effects:

Unlocks Extraction Operations

Prerequisite Technologies:
Prerequisite Ascension Perks:

The Birch World

None

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Birch World Construction Site

100000

150

1800

5

None

Birch World Equatorial Frame

300000

 2500

3600

25

None

Birch World Frame

450000

 5000

7200

250

None

Birch World

600000

 7500

10800

None

Replaces the black hole with the Birch World.

  • Must be built around the inactive galactic core black hole
  • Can’t be built if the supermassive black hole has an unresearched anomaly
  • Can’t be built if there is an orbital station around the supermassive black hole
  • Can’t be built if there is another megastructure in the system
  • Birch World can’t be damaged by a Nicoll-Dyson beam

  • Structure Operations (Limit 1)
  • Extraction Operations (Limit 1): requires “Black Hole Extraction” technology
  • Ktisma Insulae: requires “Ktisma Construction” technology.
  • Costs: 16000, 800; Upkeep: 80.
  • +15 Enforcer/Hunter-Seeker Drone jobs
  • +22 Artisan jobs (+0 Artisan Drone jobs for Gestalts)
  • +20 Metallurgist Jobs (+42 Foundry Drone jobs for Gestalts)
  • +6 Chemist/Chem-Drone, Translucer/Lensing Drone, and Gas Refiner/Refinery Drone jobs

  • Physma Insulae: requires “Physma Construction” technology
  • Costs: 16000, 800, 800; Upkeep: 80, 16, 16
  • +30 Farmer jobs (+30 Agri-Drone jobs if Hive, +0 Agri-Drone jobs if Machine)
  • +30 Researcher jobs (+30 Brain-Drone jobs if Hive, +40 Calculator jobs if Machine)
  • +10 Bureaucrat Jobs (+15 Synapse Drone jobs if Hive, +10 Coordinator jobs if Machine)
  • +5 Culture Worker Jobs (N/A if Hive, +5 Evaluator jobs if Machine)
  • +20 Tech-Drone jobs if Machine

Quasi-Stellar Obliterator

A ludicrously gigantic hyperweapon built around a Quasar, capable of untold destructive power.

Prerequisite Technologies:

 Hyperdimensional Shielding

Technology Effects:

Unlocks Quasi-Stellar Obliterator construction site

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

A Weapon to Pierce the Heavens

 Gravitational Accretion Compression

Technology Effects:

Unlocks Quasi-Stellar Obliterator Accretion Condensor

Prerequisite Technologies:

Hyperdimensional Shielding

 Relativistic Jet Deflection

Technology Effects:

Unlocks Quasi-Stellar Obliterator Relativistic Deflectors

Prerequisite Technologies:

Gravitational Accretion Compression

 Terascale Computing Machines

Technology Effects:

Unlocks Quasi-Stellar Obliterator Hypercomputers

Prerequisite Technologies:

Relativistic Jet Deflection

 Quasaric Energy Manipulation

Technology Effects:

Unlocks Quasi-Stellar Obliterator Teracapacitors

Prerequisite Technologies:

Terascale Computing Machines

 The Quasi-Stellar Obliterator

Technology Effects:

Unlocks Quasi-Stellar Obliterator

Prerequisite Technologies:

Quasaric Energy Manipulation

Construction stages:

Name

Cost

 Build Time

Upkeep

Effects

Quasi-Stellar Obliterator Construction Site

100000

150

1800

5

None

Quasi-Stellar Obliterator Accretion Condenser

250000

3600

50

None

Quasi-Stellar Obliterator Relativistic Deflectors

300000

 2500

3600

100

None

Quasi-Stellar Obliterator Hypercomputers

325000

 5000

3600

250

None

Quasi-Stellar Obliterator Teracapacitors

350000

 7500

3600

500

None

Quasi-Stellar Obliterator

400000

 10000

3600

1000

500

Produces:

10

  • Must be built around the active galactic core
  • Can’t be built if the quasar has an unresearched anomaly.
  • Can’t be built if there is an orbital station around the quasar
  • Can’t be built if there is another megastructure in the system
  • Constructing the Quasi-Stellar Obliterator may cause all remaining non-gestalt non-genocidal empires to merge into one superstate and declare a total war against the owner of the Quasi-Stellar Obliterator

Name

Cost

Effect

Fleet Destruction

 20

Creates Ship with infinite Jump Drive range, takes 5 Days to calibrate, then fires through Ship to destroy all Fleets and Starbases in the System

Planet Destruction

 5 Per Planet

Destroys Planet, Requires Construction Ship Access

Solar System Destruction

40 Per Star

Destroys targeted system, Requires Construction Ship Access

Star Cluster Destruction

 120

Destroys targeted system, Requires Construction Ship Access

Chapter 2.) Event Horizon Offset Facility

Reality Code

 Enigmatic Pattern

After a ship enters the second generated Cohesive System, an event will occur involving that ship’s systems going down for 12 hours, then coming back on. After this event, a special project will unlock which requires 500 days to complete. Once this special project is complete, the Reality Code event chain will unlock, allowing the EHOF to generate Reality Code systems.

Archaeological Sites

Each site must be completed before the following site can be spawned with an EHOF.

Within each Reality Code system, there will be an anomaly which spawns the archaeological site upon completion.

Reality Code - Toxic Excavation

Unlocks Sentient Metal Tier I.

Reality Code - Shattered Excavation

Unlocks Sentient Metal Tier II.

Reality Code - Frozen Excavation

Unlocks Sentient Metal Tier III.

Reality Code - Molten Excavation

Unlocks Sentient Metal Tier IV.

Reality Code - Gas Giant Excavation

Unlocks Sentient Metal Tier V.

Reality Code - Stellar Excavation

Unlocks Sentient Metal Tier VI.

Reality Code - The Everchanging

Unlocks the Sentient Metal Tier VII technology, as well as the Opening the Sphere special project.


Technologies

Sentient Metal

Each of these technologies is unlocked upon finishing one of the Reality Code Archaeological Sites

 Sentient Metal Tier I

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Toxic Excavation Archaeological Site

 Sentient Metal Tier II

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Shattered Excavation Archaeological Site

 Sentient Metal Tier III

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Frozen Excavation Archaeological Site
  • Upon completion, unlocks Primordial Stone Activation technology

 Sentient Metal Tier IV

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Molten Excavation Archaeological Site

 Sentient Metal Tier V

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Gas Giant Excavation Archaeological Site

 Sentient Metal Tier VI

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - Stellar Excavation Archaeological Site

 Sentient Metal Tier VII

Technology Effects:

+5%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Unlocks after completing the Reality Code - The Everchanging Archaeological Site

Ship Components

 Sentient Metal Intellect

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier II, Extended Combat Algorithms

None

 Quasi-Negative Mass Sensors

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier III, Tachyon Sensors

 Sentient Metal Armor

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier IV, Neutronium Materials

 Sentient Metal Hull Regeneration

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier V, Regenerative Hull Tissue

 Quasi-Negative Mass Shields

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier V, Hyper Shields

 Quasi-Negative Mass Thrusters

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier VI, Impulse Thrusters

 Quasi-Negative Mass Reactors

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier VI, Zero Point Power

 Quasi-Negative Mass Enhanced Jump Drive

Technology Effects:

None

Prerequisite Technologies:
Prerequisite Ascension Perks:

Sentient Metal Tier VI, Jump Drive

Megastructures

EHOF Alpha

Prerequisite Technologies:

 Condensed Quantum Electrodynamics

Technology Effects:

+10%  from jobs

Prerequisite Technologies:
Prerequisite Ascension Perks:

Field Modulation, Quantum Theory

None

 Abstract Physics Theory

Technology Effects:

+5% Research Speed

Prerequisite Technologies:
Prerequisite Ascension Perks:

None

None

  • Can only be unlocked through the Hieroglyphics Archaeological Chain and the following Orange Bolt Special Project

 Event Horizon Offset Facility Alpha

Technology Effects:

+10%  +20%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Condensed Quantum Electrodynamics, Abstract Physics Theory

None

Construction Stages:

Name

Cost

 Build Time

Upkeep

Effects

Event Horizon Offset Facility Construction Site

500
500

100

360

5

None

Event Horizon Offset Facility Alpha

2000

720

30

20

Produces:

100

  • May not be built in the same system as another megastructure
  • Each Empire may only have one Event Horizon Offset Facility
  • May jump to Cohesive Stars, Fledgling Stars, Dwarf Stars, and the First 2 Points of Interest
  • Can be built on Black Holes other than Gargantua

EHOF Lambda

Prerequisite Technologies:

 Applied Abstract Physics

Technology Effects:

+15%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Applied Quantum Physics, Quantum Energy States, Event Horizon Offset Facility Alpha

None

 Negative Pressure Application

Technology Effects:

+15%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Applied Quantum Physics, Quantum Energy States, Event Horizon Offset Facility Alpha

None

 Event Horizon Offset Facility Lambda

Technology Effects:

+15% , +30% from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Applied Abstract Physics, Negative pressure Application

None

Construction Stages:

Name

Cost

 Build Time

Upkeep

Effects

Event Horizon Offset Facility Lambda

2500

100

1800

60

40

Produces:

 240

 60

  • May jump to Cohesive Stars, Binaries, Giant Stars, Fledgling Stars, Dwarf stars, and the First 4 Points of Interest

EHOF Omega

Prerequisite Technologies:

 Dark Matter Injection

Technology Effects:

+20%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Space-Time Theory, Dark Matter Drawing, Event Horizon Offset Facility Lambda

None

 Passive Negative Mass Enrichment

Technology Effects:

+20% from Research Stations

Prerequisite Technologies:

Prerequisite Ascension Perks:

Space-Time Theory, Event Horizon Offset Facility Lambda

None

 Gravitational Field Control

Technology Effects:

+20%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Space-Time Theory, Event Horizon Offset Facility Lambda

None

 Event Horizon Offset Facility Omega

Technology Effects:

+20% , +40% from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Dark Matter Injection, Passive Negative Mass Enrichment, Gravitational Field Control, Mega-Engineering

None

Construction Stages:

Name

Cost

 Build Time

Upkeep

Effects

Event Horizon Offset Facility Omega

15000

100

3600

120

75

Produces:

 480

 120

  • May jump to Cohesive Stars, Bountiful Stars, Stellar Remnants, Binaries, Trinaries, Giant Stars, Fledgling Stars, Dwarf Stars, and All 6 Points of Interest

EHOF Ultima

Prerequisite Technologies:

 Micro-Wormhole Destination Precognition

Technology Effects:

+25%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

None

None

 Vacuum Energy Density Resonance Stimulation

Technology Effects:

+25%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

None

None

 Event Horizon Offset Facility Ultima

Technology Effects:

+25% , +50%  from jobs

Prerequisite Technologies:

Prerequisite Ascension Perks:

Event Horizon Offset Facility Omega, Micro-Wormhole Destination Precognition, Vacuum Energy Density Resonance Stimulation

None

Construction Stages:

Name

Cost

 Build Time

Upkeep

Effects

Event Horizon Offset Facility Ultima

25000

7200

200

100

Produces:

 960

 240

  • May jump to any star in the galaxy
  • The Micro-Wormhole Destination Precognition and Vacuum Energy Density Resonance Stimulation Technologies are given upon completing the “The Everchanging” Archaeological Site
  • May create a new Supermassive Black Hole or Supermassive Quasar if one does not exist and the corresponding ascension perk is owned

Sentient Metal Forge

Prerequisite Technologies:

 Sentient Metal Forge

Technology Effects:

None

Prerequisite Technologies:

Prerequisite Ascension Perks:

Mega-Engineering, Sentient Metal Tier VII

Galactic Wonders

Construction Stages:

Name

Cost

 Build Time

Upkeep

Effects

Sentient Metal Forge Assembly

5000

300

1800

5

None

Sentient Metal Forge Living Quarters

10000

10000

3600

20

40

None

Sentient Metal Forge Extraction Facility

5000

7500

3600

50

100

300

200

Sentient Metal Forge Dual Extraction Facility

10000

15000

3600

75

150

750

500

Sentient Metal Forge

20000

30000

3600

100

200

2000

1500

  • May only be built on the Everchanging

The Compound (Currently Disabled)

The Compound is an endgame crisis that will spawn along with one of the standard endgame crises, after the endgame crisis is defeated, or not at all, depending on the setting chosen in the Configuration Menu at the start of the game. Outside of the galactic southeast, a cluster of 11 systems will spawn, 10 of which are black hole systems, with the central system containing a white hole. After it spawns, it will choose a random AI empire with an EHOF to invade, and will invade through that EHOF, quickly claiming any adjacent unclaimed systems.

Chapter 3.) Ascension Perks

A Weapon to Pierce the Heavens

Prerequisites:

Gigastructural Constructs, Offensive Gigascale Energy Redirection, Super-Earth Planetary Body Manipulation, Tetradimensional Engineering, Found Active Hyper-Quasar

Effects:

+1 Megastructure Build Cap, +20% Megastructure Build Speed, +50000  Storage Capacity

Unlocks Technologies:

 Hyperdimensional Shielding

Celestial Warship Assembly

Prerequisites:

Gigastructural Constructs,  Super-Earth Planetary Body Manipulation,  Tetradimensional Engineering,

Effects:

+35% Megastructure Build Speed

-10% Megastructure Build Cost

+25% Attack Moon Hull Points

+10% Behemoth Planetcraft Hull Points

+150  Fleet Command

-25% Ship Build Speed

+10% Ship Build Cost

Unlocks Technologies:

 Hyperefficient Telluric Dismantling

 Lunar-Scale Fabrication Protocols

Esoteric Celestial Weaponization

Prerequisites:

Gigastructural Constructs, Collosus Project, Offensive Gigascale Energy Redirection, Super-Earth Planetary Body Manipulation, Tetradimensional Engineering

Effects:

+1 Megastructure Build Cap, +20% Megastructure Build Speed, +50000  Storage Capacity

Unlocks Technologies:

 Theoretical Stellarscale Propulsion

Gigastructural Constructs

Prerequisites:

Galactic Wonders, 3 Other Ascension Perks,  Mega-Engineering,  Self-Evolving Logic,  Dark Matter Drawing,  Titanic Ringworld Construction, One of the Following being fully upgraded or repaired: Dyson Sphere, Matter Decompressor, Psionic Beacon, Psychic Hypersiphon, Planetary Computing Complex, Fusion Suppressor, Star Lifter, Neutronium Gigaforge, Titanic Ringworld, Penrose Sphere, Interstellar Ringworld, E.H.O.F. Ultima

Effects:

None

Unlocks Technologies:

 Supratitanic Habitat Stabilization Systems,  Gigascale Stellar Computing,  Relativistic Singularity Harvesting

Slice of Life

Prerequisites:

Gigastructural Constructs, Tetradimensional Engineering, Gargantuan Ringworld Construction

Effects:

+1 Megastructure Build Cap, +20% Megastructure Build Speed, +50000  Storage Capacity

Unlocks Technologies:

 The Alderson Disk

Vast Expanses

Prerequisites:

Gigastructural Constructs, Tetradimensional Engineering, Gargantuan Ringworld Construction, Master Builders, Found Inactive Supermassive Black Hole

Effects:

+1 Megastructure Build Cap, +20% Megastructure Build Speed, +50000  Storage Capacity

Unlocks Technologies:

 The Birch World

Chapter 4.) Origins

Origin Icon/Name

Starting Planet/Star

Notes

Alderson Disk

Shattered Gaia Alderson Hypersegment - Can be repaired into a Gaia Alderson Hypersegment for 60000 and 7200.

Tetradimensional Engineering is required.

2 more Shattered Gaia Alderson Hypersegments are inhabited by primitive societies, each with 24 pops and very powerful armies.

The remaining 5 hypersegmets are ruined and need to be repaired, cost depending on the type of hypersegment desired.

Tetradimensional Engineering is required.

The original hypersegment will have 7 blockers blocking a total of 65 districts from being built. These can be cleared for a total of 32500.

Birch World *

Birch World

The Birch World will have three Lost Communities blockers. Each gives +100% when removed, taking 120 and 1750, 3500, and 5250.

Biological empires receive Central Management modifier that removes pop demotion time.

A special project is granted to reveal the core’s exit hyperlanes, costing  10000.

Central Processing

Planetary Computing Complex

Only usable by Machine Intelligence empires without the Rogue Servitor, Determined Exterminator, or Driven Assimilator Civics.

Spawns with a Solar Farm building, which gives 8 Tech-Drone and 6 Maintenance Drone Jobs as well as 10.

Equatorial Shipyard

Equatorial Shipyard

Starts with a Matter Synthesis Station, which adds 5 Matter Synthesizing Engineer jobs.

Gains the Hydroponic Farming technology if biological.

Starting Starbase does not automatically use Equatorial Shipyard Uplink.

Star has a 60 deposit to make up for the Equatorial Shipyard’s upkeep.

Flat World

Flat World

Flat World is equivalent to a size 25 Continental world which cannot be terraformed. The main species’ habitation preference will be set to continental.

The Flat world has a planetary modifier which grants +10%, +20%, and +20% resources from jobs.

Gas Giant Liftoff

Habitable Gas Giant

 Zero-G Refineries technology is given.  Hydroponics Farming technology is given, if biological.

Starts with a Gas Giant Habitation Module, which gives 3 Technician, 2 Miner, 5 Farmer jobs, and 10, at the cost of 3 upkeep.

Interstellar Dwellers *

Interstellar Ringworld

Cannot be selected if Agrarian Idyll civic is chosen.

The central habitation module is not colonizable, despite it normally being colonizable. However, it will produce 50 and 20.

Starts with an Arcane Generator, a Ringworld Self Repair Node (+5 Matter Synthesizers), The Great Capital (+5 and +20), and 5 blockers which block a total of 8 districts, and can be cleared for a total of 1800 and

3500.

Three other Interstellar Ringworld Segments will be colonizable, though there will be no guaranteed habitable planets.

Orbital Arcology

Standard

Start with an Orbital Arcology built around your homeworld, giving +5 Generator and Agriculture Districts, along with +10 maximum Districts.

Orbital Elysium

Orbital Elysium

Only usable by non-gestalt empires.

Start on an orbital Elysium orbiting a gas giant.

 Hydroponics Farming technology is given if biological.

Penrose Ringworld*

Penrose Ringworld around Relic Penrose Sphere

Relic Penrose Sphere can be repaired with  Controlled Ergosphere Harvesting. Both Segments are habitable.

Has an Arcane Generator,  a RIngworld Self-Repair Node (+5 Mineral Synthesizer jobs), The Great Capital (+5), and 5 blockers blocking a total of 8 districts, costing a total of  3500 and 1800 and grant 3600, 450 and 450 on clear.

Squareworld

Squareworld

Start on a Squareworld with a decaying central control station.

Starting planet has an Arcane Generator, and 5 blockers which block 7 districts total. These blockers can be cleared for 5500 and 3600. Upon being cleared, the districts give 4800,  900, and 900.

The Great Ring *

Behemoth Ringworld around a Black Hole

No guaranteed habitable worlds will spawn. The original species cannot have the Agrarian Idyll Civic.

The system will have 6 orbital deposits, giving a total of 27, 18, and 3.

The ruined Behemoth Ringworld Segments can be repaired with

Mega-Engineering, 30000, and 10800 per segment.

The starting segment will have an Arcane Generator, a Ringworld Self-Repair System Node (+5 Matter Synthesizer jobs), The Great Capital   (+5), and 5 blockers blocking a total of 8 districts. These blockers are able to be cleared for a total of 3500 and 1800. Upon clearing, the owner will be granted 3900, 450, and

450.

Alone on an Island*

Lifeless Habitable World

Spawn in the Cohesive Cluster with one other system, a black hole system, discovered.

The system you spawn in will have a Primordial Pillar.

Gain 10% progress into Abstract Physics Theory.

* These origins may not be taken by AI, and any AI with these origins will be changed to have the Prosperous Unification origin


Chapter 5.) Galactic Core

Discovery

        At the midgame date, a special project will be granted to every empire for 10000. Upon completion, the Galactic Core is discovered, along with hyperlanes leading into it.

Supermassive Black Hole

Description:

A supermassive black hole resides in this galaxy’s core. A Birch World can be built upon it. There is then a further chance for the Aeternum to spawn on it.

        

Hyperquasar

Description:

        A hyperquasar resides in this galaxy’s core. A Quasi-Stellar Obliterator can be built upon it.

Generating a Core System using the EHOF:

        Once the core has been unlocked and an EHOF Ultima constructed, it is possible to take both terastructural ascension perks (A Weapon to Pierce the Heavens, Vast Expanses). This allows the EHOF Ultima to search for a star that is the opposite of the one residing in the core, allowing for both a Quasi-Stellar Obliterator and Birch World in one save.

Chapter 6.) Resources

Gigastructural Engineering & More adds several new resources to the game:

Name

Code Name

Description

Iodizium Crystal

sr_iodizium

When the supernova option on the Fusion Suppressor is chosen, the explosion will add 1 deposit of Iodizium on every surviving celestial body within the system. Collected Iodizium is used to maintain powerful energy production or science laboratory buildings.

Quasaric Energy

sr_magical_neutronium

Produced by the Quasi-Stellar Obliterator, and is used to activate it. Usage depends on the selected level of intensity, with more powerful shots consuming more Quasaric Energy.

Psionic Sublimate

sr_psionic_sublimate

Produced by the Psionic Beacon, and is used to activate it. Usage depends on the selected effect, with more powerful effects requiring more Psionic Sublimate

Planetary Mass

sr_solar_energy

Large chunks of a planet to be used to create Attack Moons and Behemoth Planetcraft.

Quasi-Negative Mass

ehof_sr_negative_mass

A form of matter which seemingly has negative mass.

Sentient Metal

ehof_sr_sentient_metal

A metal which can make itself gain mass and volume, seemingly out of nothing.

Chapter 7.) Other Additions

Ecumenopolis Ringworld

An unceasing stretch of arcologies will unite this ringworld segment into one massive mega-city, the largest city the galaxy has ever seen”

Turns this ringworld segment into an Ecumenopolis Ringworld, increasing Housing, Resource Production, and Pop Growth and unlocking special Arcology Districts at the expense of the ringworld's entire surface being transformed, preventing all further construction of Generator and Agriculture Districts.

Planetary Decision that can be enacted on a Support Segment of a Player-Built Ringworld. Costs       40000 and 300. Requires Arcology Project ascension perk

Segment Name

Upkeep

Housing

Jobs

City Segment:

 10

150

3 Enforcer, 30 Clerk

Industrial Segment:

 10,  2

30

30 Artisan

Foundry Segment:

 10,  2

30

30 Metallurgist

Leisure Segment:

 10,  2

30

15 Entertainer, 15 Culture Worker

Megastructures that Scale based on Stellar Class

The Dyson Sphere, Matrioshka Brain, and Star Lifter have varying costs, outputs, upkeeps, and build times depending on what type of star they’re built around.

Star Class

Multiplier (Cost, Output, Upkeep, and Build Time)

Matrioshka  Upkeep

Class-O

450%, 500%, 500%, 350%

4.50

Class-B

250%

2.25

Class-M Giant

200%

1.95

Class-A

150%

1.80

Class-F

125%

1.65

Class-G

100%

1.50

Class-K

75%

1.35

Class-M

50%

1.20

Ringworld Support Segment Upgrade

The main limitation with ringworlds (And, to some extent, other megastructures as well) is the sheer size of the life-support systems used to sustain a stable ecosystem on the surface, as well as the various mechanisms keeping the ringworld in one piece. Such systems include power generation, lifeform cataloguing, gravitational stabilization and so on. While they are currently stored in a dedicated ringworld segment neighboring the habitable segment, sufficiently advanced technologies might make it possible to store most of those systems within the habitable ringworld segment itself, drastically increasing the capacity of our ringworlds.

Prerequisite Technology:

 Ultra-Efficient Ringworld Support Systems

Technology Effects:

+10% megastructure build speed

Prerequisite Technologies:

Prerequisite Ascension Perks:

Superscale Pseudosunlight Application

Galactic Wonders


Planetary Decision that can be enacted on a Support Segment of a Player-Built Ringworld to allow it to be inhabited. Costs
 10000 and 50.

Tetradimensional Engineering Technology

When a structure gets too large and too complex, no amount of support will ever be able to prevent it from collapsing on itself. It therefore becomes necessary to make use of constructs rooted within higher dimensions in order to stabilize these colossal gigastructures. This paves the way for many innovative technologies, such as the ability to fit more matter in a given volume without it collapsing into a black hole, and to be able to defy gravity on unimaginable scales. This also allows for the creation of materials capable of withstanding absolutely ridiculous amount of stress.

 Tetradimensional Engineering

Technology Effects:

+10% Megastructure Building Speed

Prerequisite Technologies:


Prerequisite Ascension Perks:

Supratitanic Habitat Stabilization Systems, Gigascale Stellar Computing, Relativistic Singularity Harvesting

Gigastructural Constructs

Chapter 8.) Jobs

Dark Matter Weaver

Output:

Upkeep:

Affected By:

Gestalt Version:

 2

 4

 4

None

Dark Matter Weaver Drone

Insula Construction Engineer

Output:

Upkeep:

Affected By:

Gestalt Version:

 2

 5

 30

 20

None

N/A

Insula Constructor Drone

Insula Construction Manager

Output:

Upkeep:

Affected By:

Gestalt Version:

 10

 10

None

N/A

Insula Construction Sub-Mind

Interstellar Researcher

Output:

Upkeep:

Affected By:

Gestalt Version:

 5

 3

 5

 12

Researcher Modifiers

Interstellar Researcher Drone

Interstellar Scavenger

Output:

Upkeep:

Affected By:

Gestalt Version:

 4

 6

 2

 8

Interstellar Scavenger

Matter Synthesizing Engineer

Output:

Upkeep:

Affected By:

Gestalt Version:

 4

 2

Miner Modifiers

Matter Synthesizing Drone

Mineral Bore Engineer

Output:

Upkeep:

Affected By:

Gestalt Version:

 90

None

N/A

Mineral Bore Drone

Mineral Bore Manager

Output:

Upkeep:

Affected By:

Gestalt Version:

 50

None

N/A

Mineral Bore Sub-Mind

Penrose Process Engineer

Output:

Upkeep:

Affected By:

Gestalt Version:

 50

None

N/A

Penrose Process Sub-Mind

Penrose Process Manager

Output:

Upkeep:

Affected By:

Gestalt Version:

 90

None

N/A

Penrose Process Drone

Preserve Keeper

Output:

Upkeep:

Affected By:

Gestalt Version:

 2

 2

  1

N/A

Preserve Keeper

Strategic Production Engineer

Output:

Upkeep:

Affected By:

Gestalt Version:

 4

 25

Refiner modifiers

Strategic Production Drone

Virtual Bureaucrat

Output:

Upkeep:

Affected By:

Gestalt Version:

20 Admin Cap

1

Bureaucrat Modifiers

Virtual Coordinator

  • Output: 30 Admin Cap
  • Upkeep: 4

Chapter 9.) Starbase Buildings & Modules

Buildings

Solar Shipyard Uplink

Cost:

Upkeep:

Effects:

 100,

 360

50

20

 5

+300 Ship Starting Experience

+10 Shipyard Capacity

-50% Ship Build Cost

Equatorial Shipyard Uplink

Cost:

Upkeep:

Effects:

None

None

+50 Ship Starting Experience

+50% Ship Build Speed

-10% Ship Build Cost

+8 Shipyard Capacity

Modules

Solar Shipyard Uplink

Cost:

Upkeep:

Effects:

 100,

 360

50

20

 5

+6 Shipyard Capacity

+15% Build Speed

Chapter 10.) Special Systems

Katzen Systems

        Jublio

A system orbiting a class G star containing Flusion, the current home of a great number of primitive species. Among them are the Katzens, Ezicanians, and Solakians. A lunar defense system (read: attack moon) will spawn above Flusion.

Jupitwo

A brown dwarf system connected to Jublio by a hyperlane. Jupitwo contains Corrona, a planet with strange physical laws which prohibit advanced technology and enable esoteric magic. Corrona is also inhabited by a great number of species, mainly the skeletoids. If the Kaiser’s Imperium exists for more than around thirty years, Corrona will morph into an esoteric planetcraft and a swarm of red dragons. (Highlight these for spoilers)

        Tropiana

                A black hole system containing a tropical planet named Tropiana. Created after the Kaiser is defeated and the Ezicanians part ways with you.

        Zweiblio

                A system orbiting a G-class star and a tropical planet named Tre-Voy. Home of the Ezics.

        Gatzo

A system orbiting a K-class star containing an irradiated desert planet named Katzenland with a moon called Paluushia. Katzenland is the ancestral home of the Katzens, Paluushia of the Grandbunny and Paluush. The system also contains a ruined gateway and Dynamic Core Ignitor.

Tyaur

A system containing an orbital elysium guarded by a fleet of about 16k fleet power. Upon colonization, colonists will discover a fortified laboratory, and be attacked by a small army of robots. They will be unable to defeat them on their own. If the laboratory is entered, a Katzen scientist named Pouchkinn is found within.

Kerbol

                A system orbiting a G-class star. Once the anomaly is researched, The rogue attack moon Eeloo attacks.

  • Core Systems

EHOF Unique

        Heiroglyphics

A digsite which spawns near the home system of any empire which can build the EHOF, as prescribed by the Gigastructural Engineering start menu. Upon completion, the archaelogical site has a small chance of spawning a black hole system with a ruined EHOF Lambda and a large chance of spawning an empty black hole system.

The Everchanging

A black hole system with an orbiting Everchanging. The final stage of the Reality Code event chain. The Everchanging has the final digsite on it, and is guarded by the Stellar Eradicator, a ship between an attack moon and behemoth planetcraft in power. The Sentient Metal Forge can only be built upon the Everchanging.

        Stellar Annihilator

A system similar to the Cataclysmic Variable Star. However, at the star’s center is a ship similar to the Stellar Eradicator. This system only spawns after the Compound has spawned, and leads to an event chain to allow the player to take control of the Stellar Annihilator and unlock Sentient Metal and Quasi-Negative Mass weapons.

                

        Twin Paradise

A binary system containing two size 30 gaia worlds sharing the same orbit, 180 degrees apart.

        Cataclysmic Variable Star

A system orbiting an unusually large class M red giant. The anomalous properties of this star is caused by the presence of a white dwarf inside the red giant.

        Asteroid Habitat

A binary system containing an anomaly which creates an asteroid habitat upon completion. This habitat is seemingly haunted, with any colonizers disappearing a few months into their habitation. This phenomenon cannot be halted or avoided.

        Helios

                

        Compound

The Compound crisis spawns a network of black holes surrounding a white hole with them. They access the main galaxy through hijacking EHOFs, and their systems may be accessed in the same way. Each of their systems contain a defense platform, with their capitol system containing the Preservation Sphere, a megastructure similar to a Dyson Sphere.

        Urmazin

The Urmazin traders are a race of traders created by the Creators. They desire Quasi-Negative Mass. Their catalogue includes one-time use versions of all relics and the ability to force their client’s EHOF to generate a Bountiful System in the next activation. No military ships can enter their systems in any way. They possess an unparalleled mastery of micro-wormholes.

They own two systems, one a utopian system filled with wonders with massive planet-sized billboards advertising their services, a science nexus, and an ecumenopolis. Their subsidiary system is a desolate hellscape, containing shattered, broken, toxic, and shrouded worlds and a ruined sentry array.

        Bountiful Systems

Systems spawned by the EHOF which have a blue name. They generally have a high chance of contain a ruined megastructure, large amounts of orbital deposits, and a chance to have any type of habitable world.

Miscellaneous Megastructure Systems:

Rogue Computer

        A system containing a planetary computing complex guarded by a 16k fleet (See Ch. 15). The PCC is inhabited by a rogue ai which must be subdued.

Squareworld

A ruined squareworld orbiting a K class star. A squareworld is a ringworld, but square. A derelict station holds Garyx, the AI which runs the squareworld. A year after repairing his station, he will grant the repairers the knowledge to repair the squareworld and the ability to buff one type of research output by 10%. The squareworld has a Quberine Extraction District which generates 10 alloys and 1 living metal, along with providing 10 researcher jobs and 10 housing, along with the regular ringworld districts, but minus the research districts.

Ancient’s Forge

A system orbiting a giant M class star named Kujag. The system contains two machine worlds and multiple mined worlds, resulting from automated strip mines. Also contains one macroengineering testing station.

Titan’s Cradle

A system orbiting a neutron star named Ackai. Contains numerous shattered and broken worlds along with an orbital elysium and a ruined neutronium gigaforge and macroengineering test site. Is guarded by a ~10k fleet.

Lost Menagerie

A system orbiting a class G star named Stalor. Contains a size 16 gaia world and a ruined yggdrasil orchid and orbital artificial ecosystem.

Corinth

A system orbiting a class F star. Contains a ruined kugelblitz containment silo, orbital elysium, and yggdrasil orchid. Presumably the capitol of a former interstellar empire.

Oxx-Oxx

A system orbiting a K class star. Contains a ruined gateway and kugelblitz containment silo, along with a named tomb world called Za-Oxx.

Ruined megastructures that can naturally spawn:

Orbital Artificial Ecosystem

                A system with an orbital artificial ecosystem on a subsidiary celestial body.

Engineering Test Site

                A system with a macroengineering test site on a subsidiary celestial body.

Particle Accelerator

                A system with a stellar particle accelerator on the main star

Titanic Ring world (Two Rings)

                A system with a ruined vanilla and titanic ringworld system.

Behemoth Ring world (Three Rings)

                A system with a ruined vanilla, titanic, and behemoth ringworld system.

        Gargantuan Ring world (Four Rings)

                A system with a ruined vanilla, titanic, behemoth, and gargantuan ringworld system.

        Flat World

A system with a single habitable flat world with a primitive civilization. Will have miscellaneous planets. A flat world is equivalent to a non-terraformable size 25 continental world with special graphics.

Non-Megastructure related systems:

        Singular Brown Dwarf

A unary system with one brown dwarf star orbiting a  Fclass star, along with a few miscellaneous planets.

        O-Star Systems

O-Class Stars are massive stars which provide perfect construction grounds for star-based megastructures. Very few spawn, with around 3% of stars becoming O-class if the setting is activated. More info


Chapter 11.) Crises

        The Katzenartig Imperium

                Description

The Katzen are a midgame crisis. They can be set to (from weakest to strongest) Nonexistent, Normal, Wild Ride, Stellarite, and Improbable difficulties. They start in Jublio and attempt to take over the galaxy with their Kaiser Moon.

The United Flusionian States will spawn if the Kaiser does not and Flusion is enabled. The UFS will have incredibly strong buffs, though they will not be as strong as the Katzenartig Imperium, and can be interacted with normally like any other AI empire.

Game Settings

                                Misc:

Katzenartig Imperium - Determines what Flusion will turn into once it is unified. If it is on, it will depend on the other settings. If it is off, it will always be the United Flusionian States (UFS).

                                        Portraits - Changes portraits from normal to silly.

                                Difficulty Settings:

Non-existent - Flusion and Corrona will turn into a molten and shrouded world, respectively, thus precluding any crisis-related events from proccing.

Normal - no buffs or changes. 40% chance for Kaiser to spawn vs. the UFS.

Normal (Guaranteed) - no buffs. 100% chance for Kaiser to spawn.

Wild Ride -  

+50% ship fire rate and ship speed

+100% megastructure build speed

+200% ship weapons damage, hull, shield, and armor hp, and army hp and damage

Stellarite -

+100% ship speed

+200% megastructure build speed

+300% ship fire rate

+500% orbital bombardment damage done.

+800% army HP and damage

+1200% ship damage and hull, shield, and armor hp

Resistance mechanics are disabled and the Kaiser will claim land faster.

Will always spawn the Imperium

Improbable -

+4000% army health, army damage, army morale

+6000% ship damage, hull, shield, and armor hp

+800% ship fire rate and ship speed

+500% megastructure build speed, ship construction speed

+30 flat and +150% ship evasion

+1000% orbital bombardment damage done

-200% orbital bombardment damage taken.

Resistance mechanics will be disabled, the Kaiser will claim land faster, and the Kaiser will unite Flusion and instantly declare war around 10 years after midgame.

Will always spawn the Katzenartig Imperium.

Midcrisis

                        Contacting the Kaiser

The Kaiser unites Flusion under his banner around a decade after midgame. During the crisis, he can be contacted with the following options: to buy Katzen ships, to trade systems, to set up an embassy on Flusion, to ask to form an alliance, to surrender,  to become a Katzprotektorat, or to ask him about the history of Flusion and the Katzens.

Kaiser’s Opinion

The Kaiser’s opinion ranges from -3 to 4. Opinion has a chance to be increased when ships are bought from him, or when systems are gifted to him. Opinion can decrease if he finds out about resistance activities, his territorial expansion is denied, or if you try to break off from his alliance. If his opinion is negative, he has a chance to declare war on you. He can otherwise be stalled forever as long as his opinion is positive. Once war is declared, his opinion will be set to -3 and become unchangeable.

Katzprotektorat

If an empire desires, they may join the Katzen as a Katzprotektorat. As a Katzprotektorat, an empire gains the following effects: A ruler replacement, a flag replacement,  no access to the resistance, -40% research speed, mandatory in participation from wars either party is in, an alloy tax, and the effects of a research agreement.

        Kaiser Moon

The Kaiser Moon is a significantly buffed Attack Moon. It grows larger depending on the difficulty. If it is destroyed, it will leave wreckage behind. If the Katzens own the system containing the wreckage, they will repair it. Otherwise, they will rebuild it. If it is destroyed, the Kaiser is uncontactable and he cannot be bargained with for opinion or ships.

Resistance

There are multiple options for resistance against the Kaiser that do not involve military action. They are accessible through special projects. Any special project will decrease the Kaiser’s opinion unless Enigmatic Engineering is taken.

Solakians:

Once the Solakians are contacted, a menu will open in the bottom middle left of the screen. Through this menu, it is possible to give the Katzenartig Imperium and the Kaiser Moon various debuffs. There are two main resources - Resistance Resources and Katzen Awareness.

Resistance Resources: Mainly obtained through supply depot raids and supplying it ourselves, and is spent on various sabotage missions on Flusion and the Kaiser Moon. It represents the resources the Solakian resistance has access to.

Katzen Awareness: How alert the Katzens are to the Solakian resistance. If it is maxed out, the Kaiser will decrease his opinion of the player. It increases as the result of sabotage missions and can be decreased through proclaiming support of the Kaiser, turning in Resistance Resources, reassuring the Kaiser, or simply through waiting.

Ezicanians:

The Ezicanians are much more passive than the Solakians. Once contacted, a menu similar to the Solakian menu will become accessible. Here, it is possible to access Ezicanian lore of both the Kaiser, Flusion, Ezicanians, or the Katzens and grant the Ezicanians various amounts of resources on a monthly basis. There is one main resource in this menu: Resistance Influence.

Resistance Influence: In short, how powerful the Ezicanian resistance is. A yearly chance for Resistance Influence to increase is based on how many resources the player gives the Ezicanians. At different levels of Resistance Influence, it is possible to launch Ezicanian raids which lead to various large debuffs on the Katzenartig Imperium. This resource then has a chance to decrease after every mission.

The highest tier of Ezicanian raid will launch a separatist movement. The Ezicanians will create their own country and declare independence from the Kaiser, declaring war. Once the option is selected, the player will have a chance to give influence, alloys, and energy to the new Ezicanian country. Depending on how much is given, the land taken by the Ezicanians in their movement will increase or decrease.

Misc. Sabotage:

        Apart from the main two methods of offering resistance against the Kaiser, there are a few special projects which pop up. These projects will grant the Kaiser a very large permanent debuff and decrease his opinion upon completion unless Enigmatic Engineering is taken.

Warforges

Warforges are megastructures the Kaiser builds on habitable planets. They grant him a small amount of the following: extra megastructure construction speed, ship build speed, and ship power. Additionally, Warforges will spawn fleets for the Kaiser. The Kaiser will spam terraforming megastructures absolutely everywhere he can in order to increase the number of Warforges he has under his control.

Ereingnis Horizint Versatz Einrichtung (EHVE)

        The Ereingnis Horizint Versatz Einrichtung, or EHVE, is the Katzen equivalent of the EHOF. The Kaiser cannot create more systems using this megastructure. Rather, it functions as a wormhole generator toallow the Kaiser to access any isolated systems enemies may be hiding in and to transport his ships across the galaxy as needed. The Kaiser will construct one on every black hole he owns. When the systems they are in is captured, they can be converted into a ruined EHOF Lambda or salvaged for a chunk of resources and influence.

Jupitwo

Jupitwo contains a brown dwarf star and a planet named Corrona. Corrona has strange physical laws which allow for the existence of magic. Twenty to thirty years after the Kaiser awakens, Skeletor will turn Corrona into a Esoteric Worldcraft along with a few swarms of Red Dragons. The Worldcraft can be taken down with just a few hundred thousand fleet power on the Kaiser’s normal difficulty. Because of how Jupitwo is located adjacent to Jublio, the Worldcraft will likely park itself on Flusion first thing, though the Kaiser Moon is about equivalent in strength.

Kaiser’s End

                                Depending on how the Kaiser is defeated, various outcomes may occur.

                                Flusion Cracked:

The Katzenartig Imperium’s territory will fracture into multiple successor states.

                                Flusion Invaded:

The Katzenartig Imperium’s territory will fracture into multiple successor states, and an archaeology site will be created on Flusion.

                                Misc:

If Flusion is otherwise disappeared, perhaps through fracturing/ultrafracturing it (ACOT), getting NDB’d or QSO’d, the same outcome as a cracked Flusion will occur.

                        Katzen Remnants

Following the destruction of Flusion and the Kaiser’s departing, the land formerly occupied by the Katzens will shatter into up to four successor empires, much like the Great Khan. These empires inherit the Kaiser’s technology and gain some minor buffs. They are also able to be interacted with normally.

                        Kaiser Moon

When the Kaiser moon is defeated and salvaged, it is possible to reverse engineer the moon’s construction process. If the difficulty is below Stellarite Kaiser, the Kaiser Moon is granted. If the difficulty is Stellarite Kaiser, the Stellarite Kaiser Moon is granted.

        The Aeternum

                Description

A millennia old fallen empire originating on Flusion which has created a Birch World and settled upon it. They possess advanced megastructural technologies and seemingly have undergone all three ascension paths, meaning they use Psikosynthetics and megastructures for most of their work. When the galactic core is a Supermassive Black Hole, they have a small chance to spawn upon it while dormant. A countdown is supplied until they awaken. Upon awakening, they wage a crusade to reclaim what was once theirs.

Game Settings

                                Misc:

Galactic Core (Aeternum) - Guarantees the spawn of the Aeternum. Merely setting the difficulty of the Aeternum crisis will not guarantee spawn.

                                Difficulty:

                                        Aeternum (Regular) - Will spawn the Aeternum without any buffs.

Aeternum (Azure Aeternum) - Will spawn the Aeternum with the following buffs:

  • +100% Weapon Damage and Fire Rate, Shield, Armor, and Hull HP, and Army Damage, Health, and Morale
  • +50% Megastructure Build Speed
  • +20% Ship Speed and Evasion
  • Psykofabricators build faster and cap at 20 instead of 10
  • 50% more big ships
  • Delaying their awakening will be less effective

Aeternum (Omega Aeternum) - Will spawn the Aeternum with the following buffs:

  • +500% Weapon Damage and Fire Rate, Shield, Armor, and Hull HP, and Army Damage, Health, and Morale
  • +200% Megastructure Build Speed
  • +100% Ship Evasion
  • +80% Ship Speed
  • 100% more big ships
  • Psykofabricators build even faster than Azure and cap at 30 instead of 10
  • Delaying their awakening will be much less effective

Aeternum (Lux Aeternum) (ACOT Only) - Will spawn with all the buffs from Omega Aeternum, but also:

  • Use Omega components on their ships
  • No cap on Psykofabricators
  • Awaken instantly
  • Aiondia will be a Birch Void Sphere
  • Delaying their awakening will be impossible, as it is instant.

Midcrisis

                        Discovery

The Aeternum have a low chance of spawning when the core is a supermassive black hole. They will spawn a hexagon of systems around Aionda containing multiple megastructures which are buffed beyond the capacity of any normal empire.

                        Dormancy

The Aeternum are similar to the fallen empires in that they start dormant and can awaken upon certain triggers. While dormant, the Aeternum themselves can only be contacted through an intermediary drone. Here a player can declare war and access some lore.

                        Aeternite Intelligence Agency

With the discovery of the Aeternum in the core, the Aeternite Intelligence Agency can be contacted. Through the AIA, it is possible to gather Aeternite Technological Intel. This represents understanding of Aeternite technology, and can be accumulated through destroying Aeternite ships and various special projects. It is also possible to observe an estimated time until the Aeternum’s awakening and disrupt the Suurikilpian, the shield over Aionda.

Understanding Aeternite Technology

        Within the AIA, it is possible to undergo special projects to understand Aeternite technology, which will confer various debuffs to the Aeternum.

Reverse-Engineering Aeternite Technology

Once an Aeternite Planetcraft or Psykofabricator is destroyed and its special project researched, one can reverse engineer their technology through the AIA. They can then be repaired to be used by the player, but not built anew.

Kaiser

        If he is still around, it is possible to ask the Kaiser about the Aeternum. Doing so will grant Aeternite intel.

                        Awakening

Upon war being declared or the awakening countdown expiring, the Aeternum will awaken. They will gain many fleets, declare war on the galaxy at large, and their leader, Alice will become contactable.

If war is declared on them, the Aeternum will be unprepared and will have 2 fleets fewer than normal.

                        Psykofabricators

Aeternite Psykofabricators are very similar to Katzen Warforges. They grant a small buff to ship damage, fire rate, hull, armor, and shield. They will also spawn a fleet under Aeternite control. They must be built on shrouded worlds, though the Aeternum have a special bombardment stance and colossus which shrouds worlds they bombard.

                        Invading Aionda

Aionda must be invaded to be destroyed. The Suurikilpian must be taken down in the AIA before it can be invaded or bombarded. Once Aionda is invaded along with all planets the Aeternum holds, the Aeternite crisis ends.

                        Post-Crisis

                                Repairing Aionda

Because Aionda is largely unexplored and decaying, it ust be explored and repaired. The decaying hyperstructure blockers will be slowly removed based on how much Aeternite Technological Intel is held. As the Aeternum are destroyed, there is a new system to gain intel - exploration of Aionda.

                        Birch World Exploration

Exploration of Aionda is conducted through the AIA. Depending on how many resources are dedicated to it, the amount of intel granted afterwards will vary. There are four main resources in these expeditions:

Attachments:        This represents the tools that the exploration team brings. They will add various buffs to the expedition and allow for more options in certain situations.

Integrity(y): This represents the team’s overall condition. It will slowly decrease over time, and the expedition will end prematurely if it reaches 0.

Strength: This represents the team’s ability to combat dangerous situations and enemies.

Practicality: This represents the team’s ability to reverse-engineer and understand Aeternite technology they may find.

                        Suurikilpian

        Once Aionda is owned, the Suurikilpian can be activated and deactivated at wilI through the AIA to provide protection.

                                

                        

                                

        The Compound (disabled lmao)

                Description

The Compound are a race of non-baryonic matter (dark matter) entities. They were created as an experiment by the Creators, who also created everything to do with the EHOF. After they killed the Creators, the Compound was trapped in an extragalactic cluster of black holes and one white hole. The crisis begins when they escape to the main galaxy through an EHOF.

                Game Settings

                        None

Midcrisis

                        Discovery

The compound will spawn in a cluster of black holes surrounding a white hole in extragalactic space. After spawning, the Urmazin Traders will shut their doors, and they will begin invading the main galaxy through EHOFs.

                        Invulnerability

Due to their nature as non-baryonic matter, the Compound are invulnerable until you unlock Sentient Metal and Quasi-Negative Mass weaponry. While players can unlock Sentient Metal and Quasi-Negative Mass components through the Reality Code event chain, they must start a new event chain which will only be accessible after the Compound spawn to obtain the weaponry. This event chain is started through using the EHOF to find more systems.

                        Salvation

The event chain begins with a message broadcast throughout the galaxy, prompting everyone to begin searching for the source in the cohesive cluster. Once it is located, the source will be revealed to be the Stellar Annihilator, a ship made by the Creators in a state of disrepair. It possesses the knowledge to defeat the Compound, though it must be repaired first for energy and minerals.

Once one repairs the Stellar Annihilator, it will ally itself with the repairers, giving them access to Sentient Metal and Quasi-Negative Mass weaponry, allowing them to finally damage the Compound.

Gifts

        As the Stellar Annihilator roves the galaxy destroying Compound ships, it will occasionally be able to salvage some ships and present them to its allies. These ships use Hazard Matter, and can be reverse engineered to obtain Hazard Matter components, one step above Sentient Metal and Quasi-Negative Mass components. These components can still harm the Compound.

The Preservation Sphere

White holes generate Quasi-Negative Mass, which the Compound cannot tolerate. The Creators created the Preservation Sphere, a type of Dyson Sphere, around the white hole to power their experiments and protect the subjects.

Destroying the Compound

        In order to destroy the Compound, their Preservation Sphere must be destroyed. The Stellar Annihilator is the only ship capable of doing so. Once the Compound’s home system is entered, the Stellar Annihilator will attempt to destroy the Preservation Sphere, which would flood the entire system with Quasi-Negative Mass, leading to the destruction of all Compound constructs in the system. The Stellar Annihilator will be destroyed in the process.

Post-Crisis

With the destruction of the Preservation Sphere, the Compound threat will be ended.

                        Preservation Sphere

The Preservation Sphere will be able to be repaired following its destruction. It will generate vast amounts of energy and Quasi-Negative Mass

                        Creator Shard

When the Preservation Sphere is destroyed, a relic called the Creator’s Shard will be obtained. It will double energy and Quasi-Negative Mass production for the duration of its effect.

Primordial Gateway

The destruction of the Preservation Sphere will cause a Primordial Pillar to appear in the Compound’s home system, confirming that the Creators of the Reality Code event chain and of the Compound are one and the same.

        The Blokkats

        Description

The Blokkats are an intergalactic empire of immeasurable strength. They harvest entire galaxies for some unknowable purpose. Their technology level is far beyond any other crisis, and the only send one fleet out of thousands. Despite this, their mothership, the Blokkat-Vester, is invulnerable until the Hyperdimensional Destabilizer is constructed.

                        Game Settings

Misc:

Blokkat Appearance - cycles between multiple versions of the Blokkat portrait. Options:

  • Classic Blokkats
  • Anime Blokkatgirls
  • Stellaris Blokkats
  • Animated Blokkats

Blokkat Spawn Date – This setting determines the spawn date of the Blokkat crisis. It is Late Endgame by default.

  • Late Endgame - 100 years after a vanilla crisis or the Aeternum is defeated
  • Mid Endgame  - 50 years after the endgame date
  • Late Midgame - 50 years after the midgame date
  • Late Early Game - 50 years after 2200
  • Game Start - self explanatory

Guarantee spawning - yes/50%

Enabled/disabled - can or cannot spawn

                                Difficulty:

Blokkittens - The nerfed difficulty of Blokkats for use with solely Gigastructural Engineering and More. They suffer the following debuffs:

  • -33% Weapon Damage, Armor, Shield, and Hull HP, Ship Speed, and Army Health/Damage/Morale
  • The Blokkat-Vester only has one life
  • Only 70% as many Blokk-Dismantlers
  • Hyperdimensional Destabilizer costs 600k Energy to activate
  • Blokkat research speed is 25% faster

Regular Blokkats - The regular difficulty of Blokkats. It is recommended to utilize some component mods outside of Gigastructural Engineering and More.

  • The Blokkat-Vester will have two lives
  • Hyperdimensional Destabilizer 800k Energy

Bismuth Blokkats - Balanced for use with powerful mods like ESC or NSC

  • 200% Weapon damage and Fire Rate, Shield, Armor, and Hull HP, army HP, Damage, and Morale
  • 50% Ship Movement and Mega Build speed
  • Blokkat-Vester will have 4 lives, and be escorted by two Blokk-Terminators
  • 200% Blokk-Dismantlers
  • Escort and scout fleets are 150% bigger
  • Blokk-Terminators will have 1 life
  • The Hyperdimensional Destabilizier costs 1.5M Energy
  • Blokkat research speed is 75% slower

                                Endtekk Blokkats -

  • 1000% Weapon Damage and Fire Rate and Army HP, Morale, and Damage
  • 2000% Ship Shield, Armor, and Hull HP
  • 250% Megastructure Build Speed
  • +90% Ship Speed
  • The Blokkat-Vester will have 20 lives, and be escorted by 5 blokk-terminators
  • 300% Blokk-Dismantlers, each one being accompanied by 2 Blokk-Terminators
  • Escort and scout fleets are 500% bigger, and escorted by 1 Blokk-Terminator
  • All Blokk-Terminators will have 4 lives
  • The Hyperdimensional Destabilizer costs 4M energy to activate
  • Blokkat research speed is 250% slower
  • Systems will be instantly harvested

Midcrisis

                        Discovery

A massive extragalactic object about one hundred thousand of lightyears away will have been discovered to have come to a sudden halt. It will then turn towards the player’s galaxy and move at incredible speeds, closing the distance in about a decade. The Blokkat-Vester is invincible until you activate the Hyperdimensional Destabilizer.

                        Contact

The Blokkat’s introduction to the galaxy begins with a system-shattering collision with the system with the absolute longest distance to your home system. The system and all its contents will be instantly destroyed, with the Blokkat fleets spawning in its place. They will send out a broadcast stating that they will not chase any fleeing refugees, but that they need the material here.

They will begin harvesting systems utilizing the Blokk-Dismantlers and Blokkat-Vester.

                        Blokkat Research Bureau

Similar to the Aeternite Intelligence Agency, the Blokkat Research Bureau provides a way to interact with the Blokkat crisis in a more interesting way than merely shooting them with a gun. The main function of the BRB is the use Blokkat Knowledge to provide the Blokkat with various debuffs and to provide yourself with various buffs.

        Obtaining Blokkat Knowledge

Blokkat Knowledge can be obtained through a few methods, all of which are listed on the left side of the BRB. Each method has a certain amount of Knowledge gained per completion and a maximum amount of Knowledge that can be gained from that task. For example, one can send a science ship to a harvested system after the Blokkats leave to gain one Blokkat Knowledge, but only once.

Utilizing Blokkat Knowledge

Once obtained, Blokkat Knowledge can be used in a variety of manners. It can be used to suppress or spread Blokkat Inquietude in conjunction with some influence, to reverse-engineer Blokkat components in conjunction with Blokkat Scrap, and some minor projects like the construction of the Hyperdimensional Stabilizer.

Blokkat Scrap

Blokkat Scrap is a resource gained from destroying Blokkat ships. Scrap is mainly used to reverse-engineer Blokkat components. However, it is also possible to use it to provide either a temporary and big or a permanent and small buff to either damage against Blokkats or Blokkat research speed.

                                Blokkat Inquietude

Blokkat Inquietude is a measurement of how much fear and apprehension there is regarding the Blokkats, every system the Blokkats harvest increases Inquietude, and can be managed through a few different methods, mostly through edicts and the BRB. It increases research speed, but also increases crime and decreases stability.

                        Capturing Blokkats

                                To be completed lmao destroyed

Paluushia

A number of years after the Blokkats appear in your galaxy, a repeating signal will be detected emanating from the Blokkat fleets, seemingly as a warning to other Blokkats. The coordinates of this will be Paluushia. After clearing the psionic energy for 800k energy, a psionic monstrosity will be spawned. Upon venturing onto Paluushia’s surface, the Grandbunny will tell you that the psionic energy is a bluff to try and stop the Blokkats from invading Paluushia. He will also give you access to the Grand Archives in exchange for 2.5k energy monthly. The archives appear in the form of an archaeological site which details the history of the Paluush-Blokkat war. Upon completing the site, along with a project within the BRB, you gain the ability to swamp any system with the Grandbunny’s presence at a cost of 500k energy, 50  influence, and a cooldown of 6 months. This will stop all Blokkat fleets from entering that system for the duration.

Aetherophasic Engine

        The Aetherophasic Engine will automatically fail if it is activated while the Blokkats are present.

Destruction

        As the Blokkat-Vester is protected by a higher-dimensional shield, the Hyperdimensional Destabilizer is required to damage the Blokkat-Vester at all. At the “Hyperdimensional Destabilizer” stage, the gigastructure will take down the shield for two years. At the “Hyperdimensional Destabilizer Chronodisruptor” stage, it will do so for six years.

Post-Crisis

After the Blokkats are defeated, the Blokkat-Vester will explode its scrap all over hyperdimensional space. It is possible to retrieve some of this scrap to continue reverse-engineering Blokkat technology

                        Intertemporal Restorator

After the Blokkats are defeated, it is possible to research the construction of a method to pull stars from the future to the present to replace the ones the Blokkat destroyed. This is done through the Intertemporal Restorator.


Chapter 12.) Megastructure Spawning

The Kilostructures, Megastructures, Gigastructures, and Terastructures added by this mod can be spawned into the game by using the following console command:

effect solar_system = { spawn_megastructure = { type = megastucture_code_name location = prev graphical_culture = owner } }

Where location = prev is a selected planet or star and megastucture_code_name is the internal name of the megastructure in question:

Megastructure Name

Megastructure Code Name

Dynamic Core Ignitor

terraform_barren_3

Matrioshka Brain

matrioshka_brain_5

Penrose Sphere

penrose_sphere_2

Kugelblitz Containment Silo

kugelblitz_2

Psychic Hypersiphon

psychic_hypersiphon_3

Macroengineering Testing Station

macro_testsite_1

Macroatmospheric Stabilizer

macro_stabilizer_3

Substellar Compressor

substellar_compressor_2

Yggdrasil Orchid Complex

yggdrasil_orchid_3

Automated Stripmine

automated_stripmine_2

Interstellar Habitat

interstellar_habitat_1

Orbital Artificial Ecosystem

orbital_artificial_eco_1

Orbital Bastion

orbital_bastion_3

Neutronium Gigaforge

neutronium_gigaforge_3

Nicoll-Dyson Beam

nicoll_beam_4

Nidavellir Hyperforge

nidavellir_forge_4

Elysium Habitat

orbital_elysium

Stellar Particle Accelerator

particle_accelerator_1

Orbital Arcology

orbital_arcology_1

Planetary Computer

planetary_computer_2

Titanic Ringworld

ringworld_titanic_1

Behemoth Ringworld

ringworld_behemoth_1

Gargantuan Ringworld

ringworld_gargantuan_1

Star Lifter

star_lifter_5

Fusion Suppressor

fusion_suppressor_4

Atmospheric Purifier

terraform_toxic_3

Geothermal Stabilizer

terraform_toxic_3

HRAE-MC

hrae_mc_4

Equatorial Shipyard

eq_shipyard_2

Hyperstructural Assembly Yard

hyperstructural_ass_4

Attack Moon

war_moon_2

Behemoth Planetcraft

war_planet_3

Stellar Systemcraft

stellar_systemcraft_5

Alderson Disk

alderson_disk_2

Birch World

birch_world_3

Quasi-Stellar obliterator

quasi_stellar_obliterator_5


                Chapter 13.) Start Menu

                Chapter 14.) Components

Gigastructural Engineering and More adds many components that can be used on your ships. Below is a list organized by source.

        

KEY:

Damage

Armor Penetration

Armor Regeneration

Damage to Shields (%)

Shield Penetration

Shield Regeneration

Damage to Armor (%)

Fire Rate

Hull Regeneration

Damage to Hull (%)

Adds Armor

Speed

Range

Adds Shield

Evasion

Accuracy (%)

Adds Hull

Tracking

Power Consumption (Generation will be negative)

Celestial Warships:

Name

Slot

Effects

Cost

Obtainable?

Asteroid Power Core

Reactor

-15K

N/A

Only on Asteroid Artilleries

Lunar Reactor

Reactor

-30K

N/A

Only on Attack Moons

Planetary Core Reactor

Reactor

-100K

N/A

Only on Behemoth Planetcraft

Captive Star

Reactor

-1M

N/A

Only on Stellar Systemcraft

War Moon AI    

Computer

50

Ship will stay at a range of 150

N/A

Only on Attack Moons, Kaiser Moons, and Stellarite Kaiser Moons

Behemoth Planetcraft AI

Computer

50

Ship will stay at a range of 225

N/A

Only on Behemoth Planetcraft

Solar Combat Computers

Computer

50

+25

+25

-50%

+100%

Ship will stay at a range of 300

N/A

Only on Stellar Systemcraft

Planetary Presence

Offensive Aura

0

Radius: 125

Emergency Disengage Chance: -40%

Emergency FTL Escape Timer: +25%

N/A

Only on Behemoth Planetcraft

Planetary Hypershipyards

Defensive Aura

0

Range: System

Ship Bombardment Damage: +10%

Ship Speed: +10%

Ship Upkeep: -10%

ShipHull/Armor/Shield Regen: +1%

Ship Weapon Range: +10%

Ship Fire Rate: 10%

N/A

Only on Stellar Systemcraft

Planetary Hyperdrive

FTL Drive

8

FTL Windup: -99.9%

N/A

Spawns on Attack Moons. Unused.

Planetary Foundries

A

100

Produces

200

N/A

Only on the Stellar Systemcraft.

Dyson Capacitor

A

1000

Produces

500

N/A

Only on the Stellar Systemcraft.

Continental Farm

A

750

Produces

300

N/A

Only on the Stellar Systemcraft.

Auxillary Shipyard Facility

A

750

Adds 1 shipyard

Base Cost:

N/A

Upkeep:

15

Only on the Stellar Systemcraft.

Volatile Munitions Plants

A

750

Ship fire rate +1%

Bombardment Damage +15%

Base Cost:

N/A

Upkeep:

15

1

Only on the Stellar Systemcraft.

Hyperdimensional Stabilizer

A

750

2.5M, +1%

1M, +1%

10%

Base Cost:

N/A

Upkeep:

50

50

5

5

Only on the Stellar Systemcraft.

Planetary Shield

A

750

2.5M, +1%

+10%

Base Cost:

N/A

Upkeep:

150

5

Only on the Stellar Systemcraft.

Lunar Missile Batteries

X

0

Missile Stats:

1000

40

35

2.5K-3.5K

40

250

100

100

100

100

0

100

25

Only on Attack Moons and Fallen Empire Attack Moons

Planetary Missile Batteries

T

0

Missile Stats:

30

40

20

7K-8K

40

250

100

100

100

100

0

100

25

N/A

Only on Behemoth Planetcraft, Fallen Empire Behemoth Planetcraft, and Stellar Systemcraft.

Omega Annihilation Lance

T

20K

60K-65K

150

10-250

100

100

150

100

0

100

10

N/A

Only on Attack Moons and Fallen Empire Attack Moons.

Omega Eraser Beam

T

65K

750K-1M

75

10-250

100

100

100

100

100

100

10

Only on Behemoth Planetcraft and Fallen Empire Behemoth Planetcraft.

Lunar Hangars

L

0

Created/Day: 0.15

Launch Time: 0.05

Count: 32

Strike Craft Stats:

150

0

30

80

400

10-20

2

8

100

100

150

100

0

100

70

N/A

Only on Attack Moons. Unused.

Existential Erasure Beam

T

300K

5M-10M

125

75-250

100

100

100

100

100

100

10

N/A

Only on the Stellar Systemcraft.

Ray of Doom

1K

10K-15K

25

75-250

100

100

100

100

0

100

10

N/A

Only on the Stellar Systemcraft.

Katzen:

Name

Slot

Effects

Cost

Obtainable?

Riesigekatzenwaffe

X

0

30K-40K

125

10-250

100

100

100

100

100

100

20

N/A

No. Unused by the Kaiser.

Katzenschnellegewehr

X

0

100-200

15

80

75

125

25

150

0

0

65

N/A

Only on the Stellarite Kaiser or Kaiser Moons.

Kaiserweltraumrakete

X

0

2.5K-3K

75

250

100

Missile Stats:
Speed: 25

Evasion: 10

HP: 500

Retarget Range: 100

100

150

100

0

100

25

N/A

Only on the Stellarite Kaiser or Kaiser Moons.

Uber-Riesigekatzenwaffe

X

0

30K-40K

70

10-250

100

100

100

100

100

100

20

N/A

Only on the Stellarite Kaiser or Kaiser Moons.

Auto Cannon

X

0

100-200

15

80

75

125

25

150

0

0

65

N/A

No. Not the same as vanilla Autocannons. Used by the Kaiser.

Weltraumpanzergewehr

L

0

200-600

50

10-120

75

125

50

150

0

0

10

N/A

No. Used by the Kaiser.

Unterraumtorpedo

X

0

400-700

40

500

100

Missile Stats:

Speed: 70

Evasion: 10

HP: 500

Missile Retarget Range: 100

100

150

100

0

100

100

N/A

No. Used by the Kaiser.

Stellar Kaiserium Armor

Defense L

0

130K

65K

65K

0.5%

0.5%

Base Cost:
N/A

Upkeep:

500

175

Only on the Stellarite Kaiser or Kaiser Moons.

Unterraumboot Targeting Computer

Computer

10

Ship Disengagement Chance: +400%

N/A

No. Used by the Kaiser.

Corronian Spellcasters

M

0

100-200

8

400

100

75

200

75

0

0

100

N/A

No. Used by the Corronan fleets

Hypercrystalline Lightning

M

0

1K-2K

30

400

100

100

100

100

100

100

100

N/A

No. Used by the Corronan fleets

Planetary Lighting

M

0

600-800

1

400

100

100

100

100

10

10

100

N/A

No. Used by the Corronan fleets

Freezerays

M

0

50-100

11

400

90

100

100

200

0

0

90

N/A

No. Used by the Corronan fleets.

Draconic Breath

M

0

30-55

1

200

100

100

100

100

10

10

100

N/A

No. Used by the Corronan fleets.

EHOF:

Name

Slot

Effects

Cost

Obtainable?

Sentient Metal Flak Battery

PD

12.5

2.5-7.5

5

30

75

100

25

150

0

0

7

Base Cost:

17

Upkeep:

0.17

0.017

Yes.

Sentient Metal Ripper

S

21.25

17.5-33.75

15

30

85

125

25

150

0

0

75

Base Cost:

50

0.69

Upkeep:

0.17

0.017

Yes.

Sentient Metal Railgun

S/M/L

21.25/37.5/

73.75

17.5-57.5/

43.75-143.75/

105-345

25/25/25

50/75/100

75

100

50

150

0

0

50/30/5

Base Cost:

50

0.690

Upkeep:

0.170

0.017

Yes.

Sentient Metal Artillery

L

112.25

243.75-

731.25

50

120

75

125

50

200

0

0

75

Base Cost:

200

2.76

Upkeep:

2

0.4

Yes.

Sentient Metal Absorber

X

312.5

1.125K-3.25K

80

150

75

125

75

150

0

0

75

Base Cost:

400

5.52

Upkeep:

4

0.8

Yes.

Sentient Metal Devourer

T

625

6.25K-1.25K

180

250

85

125

75

150

0

0

0

Base Cost:

800

 11.04

Upkeep:

8

1.6

Yes.

Quasi-Negative Mass Point Defence

PD

12.5

2.5-10

5

30

75

100

25

50

0

0

30

Base Cost:

17

 0.207

Upkeep:

0.17

0.017

Yes.

Quasi-Negative Mass Laser

S/M/L

21.25/37.5/

73.75

21.25-57.5/

53.75-143.75/

127.5-345

35

40/60/80

90

100

150

50

0

0

50/30/5

Base Cost:

 50/100/

200

 0.69/1.38/

2.76

Upkeep:

0.5/1/2

0.1/0.2/

0.4

Yes.

Quasi-Negative Mass Plasma

S/M/L

21.5/37.5/

73.75

25-52.5/

62.5-131.25/

150-315

40

40/60/80

80

150

200

25

0

0

40/20/5

Base Cost:

 50/100/

200

 0.69/1.38/

2.76

Upkeep:

0.5/1/2

0.1/0.2/

0.4

Yes.

Quasi-Negative Mass Disruptor

S/M

21.25/37.5

1.25-37.5/

1.25-93.75

50/50

30/50

100

100

100

100

100

100

60/35

Base Cost:

 50/100

 0.69/1.38

Upkeep:

0.5/1

0.1/0.2

Yes.

Quasi-Negative Mass Torpedoes

G

112.5

585-1.3K

150

130

90

175

150

50

0

0

0

Base Cost:

200

 2.76

Upkeep:

2

0.4

Yes.

Quasi-Negative Mass Lance

X

312.5

1K-2.5K

70

150

85

150

200

50

0

0

0

Base Cost:

400

 5.52

Upkeep:

4

0.8

Yes.

Quasi-Negative Mass Emitter

X

312.5

1.25-2125

71

150

100

100

100

100

100

100

75

Base Cost:

400

 5.52

Upkeep:

4

0.8

Yes.

Quasi-Negative Mass Beam

T

625

6.25K-1.25K

180

250

85

125

150

75

0

0

0

Base Cost:

800

 11.04

Upkeep:

8

1.6

Yes.

Sentient Metal Armor

Defense S/M/L

0

250/625/

1.5625K

0

0

0

Base Cost:

50/100/

200

0.69/1.38/

2.76

Upkeep:

0.5/1/2

0.1/0.2/

0.4

Yes.

Quasi-Negative Mass Shields

Defense S/M/L

95/190/475

0

305/762.5/

1.90625K

0

2.95/7.375/

18.438

Base Cost:

50/100/

200

0.69/1.38/

2.76

Upkeep:

0.5/1/2

0.1/0.2/

0.4

Yes.

Sentient Metal Hull Regeneration

A

0

10

Base Cost:

20

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Swarm)

Computer

35

+35

Fire Rate: +20%

Swarm Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Picket)

Computer

35

+10

Fire Rate: +20%

Picket Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Line)

Computer

35

+25

Fire Rate: +25%

Line Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Artillery)

Computer

0

+25%

Fire Rate: +25%

Artillery Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Carrier)

Computer

35

Ship Engagement Range: +25%

Carrier Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Platform)

Computer

35

+20

Fire Rate: +20%

Platform Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Colossus)

Computer

35

Colossus Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Sentient Metal Intellect (Starbase)

Computer

35

+35

Fire Rate: +20%

Starbase Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Quasi-Negative Mass Enhanced Jump Drive

FTL Drive

40

Ship FTL Windup: -80%

Jump Drive Range: +60%

Base Cost:

10

Upkeep:

N/A

Yes

Quasi-Negative Mass Reactors (Corvette)

Reactor

-365

Base Cost:

10

Upkeep:

0.48

0.048

Yes.

Quasi-Negative Mass Reactors (Destroyer)

Reactor

-680

Base Cost:

10

Upkeep:

0.96

0.096

Yes.

Quasi-Negative Mass Reactors (Cruiser)

Reactor

-1.32K

Base Cost:

15

Upkeep:

1.92

0.192

Yes.

Quasi-Negative Mass Reactors (Battleship)

Reactor

-2.55K

Base Cost:

20

Upkeep:

3.84

0.384

Yes.

Quasi-Negative Mass Reactors (Titan)

Reactor

-5.3K

Base Cost:

25

Upkeep:

7.68

0.768

Yes.

Quasi-Negative Mass Reactors

(Colossus)

Reactor

-15K

N/A

Yes.

Quasi-Negative Mass Reactors (Starbase)

Reactor

-5.3K

N/A

Yes.

Defense Platform Quasi-Negative Mass Reactors

Reactor

-965

Base Cost:

15

Upkeep:

0.96

0.096

Yes.

Ion Cannon Quasi-Negative Mass Reactors

Reactor

-1.32K

Base Cost:20

Upkeep:

1.92

0.192

Yes.

Quasi-Negative Mass Sensors

Sensor

25

Sensor Range: +5

Hyperlane Range: +10

+20

Base Cost:2

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Corvette)

Thruster

35

+50%

+25

Base Cost:2

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Destroyer)

Thruster

70

+50%

+20

Base Cost:4

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Cruiser)

Thruster

140

+50%

15

Base Cost:6

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Battleship)

Thruster

280

+50%

10

Base Cost:8

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Titan)

Thruster

560

+50%

5

Base Cost:10

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Colossus)

Thruster

700

+50%

Base Cost:12

Upkeep:

N/A

Yes.

Hazard Matter Beam

S/M/L

26.56/46.88/

92.19

26.56-71.88/

67.19-179.69/

159.38-431.25

35

40/60/80

90

100

150

50

0

0

50/30/5

Base Cost:

65/130/

260

 0.85/1.7/

3.4

Upkeep:

0.65/1.3/

2.6

0.13/0.26/

0.52

No. Used by the Compound. Has a size specifically restricted to Compound starbases. Same stats as S, but without upkeep.

Hazard Matter Accelerator

S/M/L/

Starbase

26.56/46.88/

92.19

31.25-65.53/

78.13-164.06/

187.5-393.75

40

40/60/80

80

150

200

25

0

0

40/20/5

Base Cost:

65/130/

260/0

 0.85/1.7/

3.4/0

Upkeep:

0.65/1.3/

2.6/0

0.13/0.26/

0.52/0

No. Used by the Compound. Has a size specifically restricted to Compound starbases. Same stats as M, but without upkeep.

Hazard Matter Launcher

L/Starbase

140.63

731.25-

1.625K

150

130

90

175

150

50

0

0

0

Base Cost:

260

 3.4

Upkeep:

2.6

0.52

No. Used by the Compound. Has a duplicate size specifically restricted to Compound starbases, and without upkeep.

Hazard Matter Lance

390.63

1.25K-3.125K

70

150

85

150

200

50

0

0

0

Base Cost:

520

6.8

Upkeep:

5.2

1.04

No. Used by the Compound. Has a duplicate size specifically restricted to Compound starbases, and without upkeep.

Hazard Matter Eradicator

781.25

7.8125K-

15.625K

180

250

85

125

150

75

0

0

0

Base Cost:

1.04K

 13.6

Upkeep:

10.4

2.08

No. Used by the Compound.

Hazard Matter Reshaper

0

180

Turns target worlds into Dark Matter Orbs.

Base Cost:

N/A

Upkeep:

N/A

No. Used by the Compound.

Hazard Matter Absorber

Defense S/M/L

0

325/812.5/

2.03125K

0

0

0

Base Cost:

22/65/130

 0.85/1.7/

3.4

Upkeep:

0.65/1.3/

2.6

0.13/0.26/

0.52

Yes.

Hazard Matter Deflector

Defense S/M/L

115/230/575

0

390/975/

2.4375K

0

3.7/9.25/

23.125

Base Cost:

22/65/130

 0.85/1.7/

3.4

Upkeep:

0.65/1.3/

2.6

0.13/0.26/

0.52

Yes.

Hazard Matter Snare

Offensive Aura

Range: 160

Emergency FTL Cooldown: +100%

Ship Disengage Chance: -20%

N/A

No. Used by the Compound.

Dark Matter Jammer

Offensive Aura

Range: System

Ship Speed: -20%

Ship Disengage Chance: -20%

N/A

No. Used by the Compound.

Hazard Matter Awareness

(Swarm)

Computer

0

+25

Fire Rate: +25%

Swarm Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Picket)

Computer

0

+40

Fire Rate: +25%

Picket Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Line)

Computer

0

+30

Fire Rate: +30%

Line Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Artillery)

Computer

35

+30%

Fire Rate: +30%

Artillery Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Carrier)

Computer

35

Ship Engagement Range: +50%

Carrier Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness (Platform)

Computer

35

+25

Fire Rate: +25%

Platform Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Colossus)

Computer

35

Colossus Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Awareness

(Starbase)

Computer

35

+40

Fire Rate: +25%

Starbase Behavior

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Jump Drive

FTL Drive

50

Ship FTL Windup: -80%

Jump Drive Range: +70%

Base Cost:

10

Upkeep:

N/A

Yes.

Hazard Matter Reactors (Corvette)

Reactor

-465

Base Cost:

10

Upkeep:

0.61

0.061

Yes.

Hazard Matter Reactors (Destroyer)

Reactor

-830

Base Cost:

10

Upkeep:

1.22

0.122

Yes.

Hazard  Matter  Reactors (Cruiser)

Reactor

-1.68K

Base Cost:

15

Upkeep:

2.44

0.244

Yes.

Hazard Matter Reactors (Battleship)

Reactor

-3.21K

Base Cost:

20

Upkeep:

4.88

0.488

Yes.

Hazard Matter Reactors (Titan)

Reactor

-6.85K

Base Cost:

25

Upkeep:

9.76

0.976

Yes.

Hazard Matter Reactors (Colossus)

Reactor

-20K

N/A

Yes.

Hazard Matter Reactors (Starbase)

Reactor

-6.85K

N/A

Yes.

Hazard Matter Reactors (Defense Platform)

Reactor

-1.225K

Base Cost:

15

Upkeep:

1.22

0.122

Yes.

Hazard Matter Reactors (Ion Cannon)

Reactor

-1.68K

Base Cost:20

Upkeep:

2.44

0.244

Yes.

Hazard Matter Sensors

Sensor

30

Sensor Range: +6

Hyperlane Range: +12

+25

Base Cost:3

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Corvette)

Thruster

40

+75%

+30

Base Cost:3

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Destroyer)

Thruster

80

+75%

+24

Base Cost:5

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Cruiser)

Thruster

160

+75%

18

Base Cost:7

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Battleship)

Thruster

320

+75%

12

Base Cost:9

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Titan)

Thruster

640

+75%

6

Base Cost:11

Upkeep:

N/A

Yes.

Quasi-Negative Mass Thrusters (Colossus)

Thruster

800

+75%

Base Cost:13

Upkeep:

N/A

Yes.

Negative Mass Booster

0

234.38-

492.19

40

120

80

150

200

25

0

0

5

Base Cost:

N/A

Upkeep:

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Negative Mass Catapult

0

941.06-

2.03125K

150

195

90

175

150

50

0

0

0

Base Cost:

N/A

Upkeep:

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Negative Mass Emitter

0

1.95-

3.32031K

71

225

100

100

100

100

100

100

0

Base Cost:

N/A

Upkeep:

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Time-Crystal-Fluid Shell

Defense L

0

2.625K

3.03125K

0

0

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Annihilator Consciousness

Computer

0

+25

Fire Rate: +25%

Starbase Behavior

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Shroud FTL

FTL Drive

0

Ship FTL Windup: -80%

Jump Drive Range: +80%

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Celestial Power Source

Reactor

-25K

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Celestial Sensors

Sensor

0

Sensor Range: +4

Hyperlane Range: +8

+30

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Celestial Thrusters

Thruster

0

+100%

N/A

No. Used by the Stellar Annihilator and Stellar Eradicator.

Aeternum:

Name

Slot

Effects

Cost

Obtainable?

Aeternite Loop-Quantum Projectobreaker

L

160

300-800

30

100

92

115

175

60

20

10

20

Base:

200

3

Upkeep:

4

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Gravi-Quanta Mortar Battery

L

160

700-1.9K

60

200

80

140

60

230

10

30

20

Base:

200

3

Upkeep:

4

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Beamsprayer

L

200

5-12

1

150

100

110

110

90

5

100

Base:

350

3

Upkeep:

4

Spawns on Aeternum ships.

Aeternite Loop-Quantum Arc Emitter

XL

500

5-3.7K

70

200

100

110

110

100

100

0

0

Base:

500

4

Upkeep:

7.5

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Extinction Ray

T

1K

15K-40K

220

250

85

115

230

60

10

0

0

Base:

1000

5

Upkeep:

10

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Supreme Dominance

T

75K

1.2M-1.6M

75

350

100

140

140

0

100

20

Base:

15000

10

Upkeep:

10

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Protector Matrix

S/M/L

 

25/50/100

300/1K/2.5K

300/1K/2.5K

5/13/30

5/13/30

Base:

50/80/150

2/3/4

2/3/4

Upkeep:

2/10/10

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Reactor

Reactor

-6K

Base:

300

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternum Loop-Quantum Displacer

Thruster

600

185

120

Base:

50

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Leap Drive

FTL Drive

100

-90% FTL Charge Time

+50% Jump Range

-25% Jump Charge Time

Base:

50

.25

Repair an Aeternum Planetcraft. Not otherwise usable. Spawns on Aeternum ships.

Aeternite Loop-Quantum Defensive Projector

PD

60

8-20

5

40

85

110

85

140

5

5

80

Base:

25

Upkeep:

1

Spawns on Aeternum ships. Can be reverse-engineered through the AIA.

Aeternite Shroud Cannon

W

0

30

Shrouds the target world

N/A

Spawns on Aeternum Colossi.

Blokkat:

Name

Slot

Effects

Cost

Obtainable?

Planck-

Dismantlement Beam

L

160

1.1K-2.7K

30

140

95

120

190

100

0

0

85

Base Cost:

250

350

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Tetradimensional Singularity Cannon

G

200

5K-11K

40

350

100

100

100

150

0

0

100

Missile Stats:

HP: 1K

Speed: 50

Evasion: 100

Retarget Range: 100

Base Cost:

500

500

Upkeep:

100

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokkat Reactor

Reactor

-15K

Base Cost:

500

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokkat Phaseshift Thrusters

Thruster

1K

+250%

+60%

Base Cost:

150

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokkat Phaseshift FTL Drive

FTL Drive

250

-95% FTL Charge Time

300% Jump Range

-80% Jump Charge Time

Base Cost:

150

1K

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Absolute Scorch Blaster

X

500

19K-48K

200

200

85

160

260

60

0

0

5

Base Cost:

750

1K

Upkeep:

125

Yes. Reverse Engineering. Spawns on Blokkat ships.

Pentafocused Emitter

T

160

50K-130K

230

250

85

100

100

0

Base Cost:

500

1K

Upkeep:

250

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokk-Swarmer Units

H

200

2

25

Strike Craft Stats:

HP: 420

Armor: 100

Shields: 280

Evasion: 95

Speed: 1000

Count: 16

# Gained/Day: 1

30-90

Range: 130

100

100

100

100

Base Cost:

500

1K

Upkeep:

75

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokk-Guardian Point-Defence System

PD

100

20-80

5

50

40

130

260

160

0

75

Base Cost:

50

100

Upkeep:

25

Yes. Reverse Engineering. Spawns on Blokkat ships.

Evictor Ray

T

80K

3.5M-9M

150

350

100

100

140

0

100

20

Base Cost:

15K

50K

Upkeep:

125

Yes. Reverse Engineering. Spawns on Blokkat ships.

Hyperbrane Sensors

Sensors

100

Sensor Range +12

Hyperlane Range +12

+50

Base Cost:

1K

1K

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Manifold Thrusters

A

200

140

Evasion +40%

Base Cost:

500

1K

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Subplanck Synchronizers

A

200

+10%

+15%

1

Base Cost:

500

1K

Upkeep:

25

Yes. Reverse Engineering. Spawns on Blokkat ships.

Hyperdimensional Capacitor

A

2.5K

Ship Fire Rate +10%

Ship Speed +10%

Base Cost:

500

1K

Upkeep:

50

Yes. Reverse Engineering. Spawns on Blokkat ships.

Planckalloy Plating

Defense S/M/L

0/0/0

1.4K/3.3K/8.5K

10/50/100

Base Cost:

75/125/250

150/250/500

Upkeep:

25/50/100

Yes. Reverse Engineering. Spawns on Blokkat ships.

Hyper-

dimensional Shiftbarrier

Defense S/M/L

250/500/1K

1.4K/3.3K/8.5K

50/150/500

Base Cost:

75/125/250

200/500/1K

Upkeep:

25/50/100

Yes. Reverse Engineering. Spawns on Blokkat ships.

Blokkat Close-Range Computer

Computer

Force disparity comes into effect when a small fleet confronts a large fleet. Base is 50%.

100

Fire Rate (Force Disparity): +20%

Fire Rate: +15%

Evasion +15

Kinetic/Energy/

Explosive

damage: +10%

Range: +10%

Engagement

Range: +70%

Strike Craft Fire Rate, Speed, Damage: +5%

+25

Base Cost:

150

300

Upkeep:

100

No. Spawns on Blokkat ships.

Blokkat Long-Range Computer

Computer

Force disparity comes into effect when a small fleet confronts a large fleet. Base is 50%.

100

Fire Rate (Force Disparity): +10%

Fire Rate: +10%

Range: +15%

Engagement

Range: +90%

Strike Craft Fire Rate, Speed, Damage: +25%

+40

Base Cost:

150

300

Upkeep:

100

No. Spawns on Blokkat ships.

Blokk-Terminator Central Command

Computer

100

Fire Rate: +100%

Weapon

Damage: +100%

Range: +100%

Engagement

Range: +100%

+100

+100

+100

N/A

No. Spawns on Blokkat ships.

Blokk-Terminator Hyperdimensional Bulwark

Offensive Aura

0

AOE: 600

Damage: -50%

-75%

-75%

-30%

-30%

N/A

No. Spawns on Blokkat ships.

Hypermatter Dismantler

W

0

20

N/A

No. Spawns on Blokkat ships.

Miscellaneous:

Name

Slot

Effects

Misc.

Obtainable?

Quasi-Stellar Calibrator Computer

Computer

0

Ship will try to stay as far away as possible.

N/A

Spawned on the QSO calibrator only.

Quasi-Stellar Calibrator Jump Drive

FTL Drive

0

Ship FTL Windup: -99%

Jump Drive Range: +400%

N/A

Spawned on the QSO calibrator only.

Quasi-Stellar Obliteration Lance

T

0

1M

1

400

100

100

100

100

100

100

100

N/A

Spawned on the QSO fleet destruction mode’s ship

Perdition Beam

T

500

5K-10K

180

30-250

85

125

150

75

0

0

0

Rewritten by gigas for some reason in the Asteroid Artillery file.

Yes.

Maginot Power System

Reactor

-40K

+10%

Adds FTL Inhibitor

N/A

Part of the Maginot World Defense Station

Omega Annihilation Lance

T

20K

60K-65K

150

250

100

100

150

100

0

100

10

Base Cost:

229

Upkeep:

2.29

0.458

Part of the Maginot World Defense Station

Heavy Planetary Batteries

X

300

1.5K-4K

40

250

90

150

100

200

0

0

10

N/A

Part of the Maginot World Defense Station

Bio Reactor

Reactor

Generic/Swarm

-4K/-1K

Ships from the B.I.G. Vat use this

GIGA_ELDER_SPACE_WHALE_WEAPON (No Localization)

T

500

4.948K-

12.123K

180

150

85

100

200

200

0

0

0

N/A

Ships from the B.I.G. Vat use this

        


Chapter 15.) Ships

Gigastructural Engineering and More adds many ships. They are organized by owner below.

Celestial Warships

Name

Design

Notes

Attack Moon

1 T slot

9 X slots

10 L slots

15 PD slots

10 H slots

10 G slots

32 L defense slots

8 A slots

Reactor

FTL Drive

Sensors

Computers

Generic Attack Moon.

Behemoth Planetcraft

6 T slots

30 X slots

15 L slots

13 H slots

9 G slots

45 L defensive slots

15 A slots

1 Reactor

1 FTL Drive

1 Computer

1 Aura

Generic Behemoth Planetcraft.

Stellar Systemcraft

1 W slot

49 T slots

40 X slots

25 L slots

10 PD slots

25 H slots

90 L defensive slots

30 A slots

1 Reactor

1 FTL Drive

1 Computer

1 Aura

Generic Behemoth Planetcraft.

Eeloo

1 Omega Annihilation Lance

4 Lunar Missile Batteries

2 Lunar Hangars

War Moon AI

Tachyon Sensors

Zero Point Reactor

Gains a hyperdrive when repaired. Found in the Kerbol system (from gigas. Vanilla has a Kerbol system as well.)

Disco Moon

1 Omega Annihilation Lance

4 Lunar Missile Batteries

2 Lunar Hangars

Hyper Drive 3

War Moon AI

Tachyon Sensors

Zero Point Reactor

Spawned when an attack moon was built upon a disco moon. Does not work anymore. Was super shiny and gained buffs.

Luna

1 Omega Annihilation Lance

4 Lunar Missile Batteries

2 Lunar Hangars

Hyper Drive 3

War Moon AI

Tachyon Sensors

Zero Point Reactor

Spawned when Luna (of Earthling fame) was made into an attack moon. Gained certain buffs. Does not work anymore.

Ancient AI Planetoid

1 Omega Annihilation Lance

4 Lunar Missile Batteries

2 Lunar Hangars

Jump Drive

War Moon AI

Tachyon Sensors

Dark Matter Reactor

1 spawned when Fallen Empire Attack Moon is selected in the start menu. Up to 7 additional may spawn when any Fallen Empire awakens.

Ancient Holy Planetcraft

1 Omega Annihilation Lance

5 Planetary Missile Batteries

24 Tachyon Lances

6 Devastator Torpedoes

6 Lunar Hangars

Psi Jump Drive

Behemoth Planetcraft AI

Tachyon Sensors

Planetary Core Reactor

1 spawned when a Spiritualist Fallen Empire Holy World is colossused, and up to 4 when the Spiritualist Fallen Empire awakens. Created from the Fallen Empire Holy Worlds. Will not delete colonies.

Ancient Planetcraft

1 Omega Annihilation Lance

5 Planetary Missile Batteries

24 Tachyon Lances

6 Devastator Torpedoes

6 Lunar Hangars

Jump Drive

Behemoth Planetcraft AI

Tachyon Sensors

Planetary Core Reactor

Up to 3 spawned when a non-Spiritualist Fallen Empire awakens.  

                

Katzen

Name

Design

Notes

Clermeowth

1 Giga Cannon (T2)

4 Kinetic Artilleries (T2)

2 Medium Advanced Railgun (T4)

2 Quantum Missiles (T4)

1 Advanced Strike Craft (T3)

5 Large Improved Deflectors (T2)

5 Large Durasteel Armor (T4)

Hyper Drive 3

Advanced Combat Computer (Artillery)

Plasma Thrusters (T3)

Subspace Sensors (T3)

Antimatter Reactors (T4)

Unused.

Neu-Clermeowth

1 Giga Cannon (T2)

4 Kinetic Artillery (T2)

2 Medium Gauss Cannon (T5)

2 Marauder Missiles (T5)

1 Advanced Strike Craft (T3)

4 Large Shields (T3)

1 Large Improved Deflectors (T2)

5 Large Neutronium Armor (T5)

Hyperdrive 3

Advanced Combat Computer (Artillery)

Plasma Thrusters (T3)

Subspace Sensors (T3)

Antimatter Reactors (T4)

Katzen Cruiser. The Kaiser is willing to trade energy and alloys for these.

Katzchen

1 Weltraumpanzergewehr

1 Guardian Point-Defense (T3)

2 Small Stormfire Autocannon (T3)

1 Small Gauss Cannon (T5)

Hyperdrive 3

Advanced Combat Computer (Line)

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Antimatter Reactors (T4)

Katzen Panzer. The Kaiser is willing to trade energy and alloys for these.

Douclaw

6 Marauder Missiles (T5)

2 Kinetic Artilleries (T2)

Hyperdrive 3

Advanced Combat Computer (Artillery)

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Antimatter Reactors (T4)

Katzen Bomber. The Kaiser is willing to trade energy and alloys for these.

Rhawn

1 Kaiserweltraumrakete

8 Marauder Missiles (T5)

4 Kinetic Artilleries (T2)

4 Stormfire Autocannons (T3)

Katzen Small Warforge Platform. Identical to Meoder.

Meoder

1 Kaiserweltraumrakete

8 Marauder Missiles (T5)

4 Kinetic Artilleries (T2)

4 Stormfire Autocannons (T3)

Katzen Small Warforge Platform 2. Identical to Rhawn

Challier

2 Kaiserweltraumrakete

12 Marauder Missiles (T5)

8 Kinetic Artilleries (T2)

8 Stormfire Autocannons (T3)

Katzen Large Warforge Platform

Kimitz

6 Unterraumtorpedo

Hyperdrive 3

Unterraumboot Targeting Computer

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Antimatter Reactors (T4)

Katzen Submarine

Pawris

1 Giga Cannon

2 Kinetic Artilleries

4 Medium Gauss Cannons

5 Large Neutronium Armors

1 Large Hyper Shields

Hyperdrive 3

Advanced Combat Computer (Artillery)

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Antimatter Reactors (T4)

Katzen Battleship. Spawns when the Kaiser repairs Wrecked Battleships.

Lunar Defense System

1 Omega Annihilation Lance

4 Lunar Missile Batteries

2 Lunar Hangars

War Moon AI

Tachyon Sensors

Zero Point Reactor

If destroyed, Katzen crisis will not spawn. No hyperdrive.

Kaiser Moon

1 Uber-Riesigekatzenwaffe

4 Kaiserweltraumrakete

6 Katzenschnellegewehr

2 Lunar Hangars

Hyper Drive 3

War Moon AI

Tachyon Sensors (T4)

Antimatter Reactor (T4)

Plasma Thrusters (T3)

Spawns after Flusion achieves FTL on Normal or Wild Ride difficulties

Stellarite Kaiser Moon

1 Uber-Riesigekatzenwaffe

4 Kaiserweltraumrakete

6 Katzenschnellegewehr

2 Lunar Hangars

1 Stellar Kaiserium Armor

Hyper Drive 3

War Moon AI

Tachyon Sensors (T4)

Antimatter Reactor (T4)

Plasma Thrusters (T3)

Spawns after Flusion achieves FTL on Stellarite difficulty. Slightly larger than a normal Attack Moon.

Improbable Kaiser Moon

4 Uber-Riesigekatzenwaffe

8 Kaiserweltraumrakete

12 Katzenschnellegewehr

4 Lunar Hangars

12 Stellar Kaiserium Armor

Hyper Drive 3

War Moon AI

Tachyon Sensors (T4)

Antimatter Reactor (T4)

Plasma Thrusters (T3)

Spawns after Flusion achieves FTL on Improbable difficulty. Much larger than a normal Attack Moon.

Ezicania

1 Guardian Point-Defense (T3)

1 Small Gamma Laser (T5)

1 Small Gauss Cannon (T5)

1 Small Neutronium Armor (T5)

2 Small Hyper Shields (T5)

1 Shield Capacitator

Hyper Drive 3

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Zero Point Reactors (T5)

Sapient Combat Computer (Picket)

UFS Corvette

Solak

3 Small Gamma Lasers (T5)

2 Small Gauss Cannons (T5)

2 Small Neutronium Armors (T5)

4 Small Hyper Shields (T5)

1 Shield Capacitator

Hyper Drive 3

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Zero Point Reactors (T5)

Sapient Combat Computer (Line)

UFS Destroyer

Dimora

1 Tachyon Lance (T2)

4 Large Gamma Lasers (T5)

2 Medium Gauss Cannons (T5)

1 Advanced Strike Craft (T3)

2 Large Neutronium Armors (T5)

4 Large Hyper Shields (T5)

1 Regenerative Hull Tissue

1 Shield Capacitator

Hyper Drive 3

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Zero Point Reactors (T5)

Sapient Combat Computer (Artillery)

UFS Battleship

Prime

1 Large Gauss Cannons (T5)

2 Small Gauss Cannons (T5)

4 Large Gamma Lasers (T5)

8 Medium Durasteel Armors (T4)

2 Regenerative Hull Tissue

Hyper Drive 3

Impulse Thrusters (T4)

Tachyon Sensors (T4)

Antimatter Reactors (T5)

Advanced Combat Computer (Line)

Ezicanian Scrap Ship (Cruiser)

Esoteric Planetcraft

1 Planetary Lighting

4 Hypercrystalline Lightnings

6 Corronian Spellcasters

8 Freezerays

War Moon AI

Tachyon Sensors

Antimatter Reactors

Hyper Drive 3

Impulse Thrusters

Spawns about 20 years after Kaiser awakens if Kaiser is not defeated.

Beast of War

2 Draconic Breaths

Sapient Combat Computer (Artillery)

Tachyon Sensors

Antimatter Reactors

Hyper Drive 3

Impulse Thrusters

Accompanies the Esoteric Planetcraft

Pouchkguard

4 Cloud Lightnings

2 Improved Strike Crafts

4 Large Advanced Shields

6 Large Durasteel Armors

2 Shield Capacitators

Hyper Drive 3

Advanced Combat Computer (Line)

Plasma Thrusters (T3)

Subspace Sensors (T3)

Antimatter Reactors (T4)

Spawns in Tyaur, guarding Weeny Pouchkinn

EHOF

Name

Design

Notes

Stellar Eradicator

16 Negative Mass Boosters

4 L Negative Mass Catapults

3 Negative Mass Emitters

50 Time-Crystal-Fluid Shells

Celestial Sensors

Shroud FTL

Celestial Power Source

Annihilator Consciousness

Celestial Thrusters

Spawns guarding the Everchanging. Same design as the Stellar Annihilator.

Stellar Annihilator

16 Negative Mass Boosters

4 Large Negative Mass Catapults

3 Negative Mass Emitters

50 Time-Crystal-Fluid Shells

Celestial Sensors

Shroud FTL

Celestial Power Source

Annihilator Consciousness

Celestial Thrusters

Spawns at the core of a Class M Red Giant. Same design as the Stellar Eradicator.

Compound Hornet

3 Small Hazard Matter Beams

1 Medium Hazard Matter Accelerator

2 Small Hazard Matter Absorbers

2 Small Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Corvette)

Hazard Matter Awareness (Swarm)

Hazard Matter Boosters (Corvette)

Compound Corvette

Compound Stalker

1 Large Hazard Matter Accelerator

2 Small Hazard Matter Accelerators

1 Small Hazard Matter Beam

3 Small Hazard Matter Absorbers

4 Small Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Destroyer)

Hazard Matter Awareness (Picket)

Hazard Matter Boosters (Destroyer)

Compound Destroyer

Compound Humiliator

1 Hazard Matter Launcher

1 Medium Hazard Matter Beam

2 Small Hazard Matter Beams

2 Medium Hazard Matter Accelerators

1 Small Hazard Matter Accelerator

5 Medium Hazard Matter Absorbers

5 Medium Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Cruiser)

Hazard Matter Awareness (Line)

Hazard Matter Boosters (Cruiser)

Compound Cruiser

Compound Apex

1 Hazard Matter Lance

3 Hazard Matter Launchers

2 Medium Hazard Matter Beams

1 Medium Hazard Matter Accelerators

4 Large Hazard Matter Absorbers

4 Large Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Battleship)

Hazard Matter Awareness (Artillery)

Hazard Matter Boosters (Battleship)

Compound Battleship

Compound Sovereign

1 Hazard Matter Eradicator

3 Hazard Matter Launchers

2 Large Hazard Matter Beams

2 Large Hazard Matter Accelerators

8 Large Hazard Matter Absorbers

7 Large Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Titan)

Hazard Matter Awareness (Artillery)

Hazard Matter Boosters (Titan)

Hazard Matter Snare

Compound Titan

Compound Reshaper

1 Hazard Matter Reshaper

3 Large Hazard Matter Absorbers

3 Large Hazard Matter Deflectors

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Reactors (Colossus)

Hazard Matter Awareness (Colossus)

Hazard Matter Boosters (Colossus)

Compound Colossus

Architect

2 Small Hazard Matter Absorbers

1 Small Hazard Matter Deflector

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Boosters (Corvette)

Compound Construction Ship

Propagator

2 Small Hazard Matter Absorbers

1 Small Hazard Matter Deflector

Hazard Matter Jump Drive

Hazard Matter Sensors

Hazard Matter Boosters (Corvette)

Compound Construction Ship

Barricade

3 Starbase Hazard Matter Beams

2 Starbase Hazard Matter Accelerators

1 Starbase Hazard Matter Launcher

3 Large Hazard Matter Absorbers

2 Large Hazard Matter Deflector

Hazard Matter Reactors (Starbase)

Hazard Matter Sensors

Dark Matter Jammer

Hazard Matter Awareness (Starbase)

Small Compound Starbase

Garrison

6 Starbase Hazard Matter Beams

4 Starbase Hazard Matter Accelerators

2 Starbase Hazard Matter Launchers

5 Large Hazard Matter Absorbers

5 Large Hazard Matter Deflector

Hazard Matter Reactors (Starbase)

Hazard Matter Sensors

Dark Matter Jammer

Hazard Matter Awareness (Starbase)

Medium Compound Starbase

Bastion

8 Starbase Hazard Matter Beams

6 Starbase Hazard Matter Accelerators

4 Starbase Hazard Matter Launchers

8 Large Hazard Matter Absorbers

7 Large Hazard Matter Deflector

Hazard Matter Reactors (Starbase)

Hazard Matter Sensors

Dark Matter Jammer

Hazard Matter Awareness (Starbase)

Large Compound Starbase

Bulwark

10 Starbase Hazard Matter Beams

8 Starbase Hazard Matter Accelerators

6 Starbase Hazard Matter Launchers

10 Large Hazard Matter Absorbers

10 Large Hazard Matter Deflector

Hazard Matter Reactors (Starbase)

Hazard Matter Sensors

Dark Matter Jammer

Hazard Matter Awareness (Starbase)

XL Compound Starbase

Aegis

12 Starbase Hazard Matter Beams

10 Starbase Hazard Matter Accelerators

8 Starbase Hazard Matter Launchers

12 Medium Hazard Matter Absorbers

13 Medium Hazard Matter Deflector

Hazard Matter Reactors (Starbase)

Hazard Matter Sensors

Dark Matter Jammer

Hazard Matter Awareness (Starbase)

T Compound Starbase

Aeternum

Name

Design

Notes

Lennokki

3 Aeternite Loop-Quantum Beamsprayers

2 Aeternite Loop-Quantum Defensive Projectors

3 Medium Aeternite Loop-Quantum Protector Matrices

Precognitive Interface (Picket)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Corvette

Laasti

4 Aeternite Gravi-Quanta Mortar Batteries

2 Aeternite Loop-Quantum Projectobreakers

4 Aeternite Loop-Quantum Beamsprayers

1 Aeternite Loop-Quantum Defensive Projector

4 Large Aeternite Loop-Quantum Protector Matrices

Precognitive Interface (Artillery)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Cruiser

Ohittaa

6 Aeternite Gravi-Quanta Mortar Batteries

6 Aeternite Loop-Quantum Projectobreakers

4 Aeternite Loop-Quantum Arc Emitters

8 Large Aeternite Loop-Quantum Protector Matrices

Precognitive Interface (Artillery)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Battleship

Havittaja

10 Aeternite Gravi-Quanta Mortar Batteries

10 Aeternite Loop-Quantum Projectobreakers

6 Aeternite Loop-Quantum Arc Emitters

2 Aeternite Loop-Quantum Extinction Ray

24 Aeternite Loop-Quantum Protector Matrices

Precognitive Interface (Artillery)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Titan

Klaneetta

15 Aeternite Gravi-Quanta Mortar Batteries

15 Aeternite Loop-Quantum Projectobreakers

16 Aeternite Loop-Quantum Arc Emitters

6 Aeternite Loop-Quantum Extinction Ray

1 Aeternite Loop-Quantum Supreme Dominance

Precognitive Interface (Artillery)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Planetcraft

Sietamotan

1 Aeternite Gravi-Quanta Mortar Batteries

1 Aeternite Loop-Quantum Projectobreakers

5 Aeternite Loop-Quantum Beamsprayers

2 Aeternite Loop-Quantum Defensive Projectors

6 Large Aeternite Loop-Quantum Protector Matrices

2 Shield Capacitators

Advanced Combat Computer (Platform)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Small Defense Platform

Huoltaja

6  Aeternite Gravi-Quanta Mortar Batteries

4 Aeternite Loop-Quantum Projectobreakers

8 Aeternite Loop-Quantum Beamsprayers

2 Aeternite Loop-Quantum Arc Emitters

1 Aeternite Loop-Quantum Extinction Ray

Advanced Combat Computer (Platform)

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Large Defense Platform

Klaneettakrakkausyksikko (one word)

2 Aeternite Loop-Quantum Arc Emitters

4 Aeternite Loop-Quantum Beamsprayers

2 Aeternite Loop-Quantum Defensive Projectors

Aeternite Shroud Cannon

Colossus Combat Computer

Tachyon Sensors

Aeternite Loop-Quantum Reactor

Aeternite Loop-Quantum Leap Drive

Aeternum Loop-Quantum Displacer

Aeternite Colossus

Blokkat

Name

Design

Notes

Blokk-

Evictor

1 Absolute Scorch Blaster

6 Planck-Dismantlement Beams

4 Tetradimensional Singularity Cannons

2 Blokk-Swarmer Units

4 Blokk-Guardian Point-Defence Systems

4 Planckalloy Platings

4 Hyperdimensional Shiftbarriers

2 Hyperdimensional Capacitors

1 Subplanck Synchronizers

1 Manifold Thrusters

Blokkat Close-Range Computer

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Blokk-

Custodian

7 Pentafocused Emitters

13 Absolute Scorch Blasters

12 Planck-Dismantlement Beams

12 Tetradimensional Singularity Cannons

6 Blokk-Swarmer Units

8 Blokk-Guardian Point-Defence Systems

12 Planckalloy Platings

12 Hyperdimensional Shiftbarriers

4 Hyperdimensional Capacitors

2 Subplanck Synchronizers

2 Manifold Thrusters

Blokkat Long-Range Computer

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Blokk-

Harvester

2 Evictor Rays

14 Pentafocused Emitters

26 Absolute Scorch Blasters

24 Planck-Dismantlement Beams

24 Tetradimensional Singularity Cannons

6 Blokk-Swarmer Units

16 Blokk-Guardian Point-Defence Systems

16 Planckalloy Platings

16 Hyperdimensional Shiftbarriers

8 Hyperdimensional Capacitors

2 Subplanck Synchronizers

2 Manifold Thrusters

Blokkat Long-Range Computer

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Blokkat-

Vester

12 Evictor Rays

28 Pentafocused Emitters

48 Absolute Scorch Blasters

20 Blokk-Swarmer Units

16 Blokk-Guardian Point-Defence Systems

24 Planckalloy Platings

24 Hyperdimensional Shiftbarriers

20 Hyperdimensional Capacitors

4 Manifold Thrusters

Blokkat Long-Range Computer

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Blokk-

Terminator

12 Evictor Rays

24 Pentafocused Emitters

24 Absolute Scorch Blasters

12 Blokk-Swarmer Units

24 Blokk-Guardian Point-Defence Systems

8 Hyperdimensional Capacitors

8 Manifold Thrusters

Blokk-Terminator Central Command

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Blokk-Terminator Hyperdimensional Bulwark

Blokkat

1 Hypermatter Dismantler

1 Absolute Scorch Blaster

2 Planck-Dismantlement Beams

2 Tetradimensional Singularity Cannons

2 Blokk-Guardian Point-Defence Systems

1 Planckalloy Plating

1 Hyperdimensional Shiftbarrier

1 Hyperdimensional Capacitor

1 Subplanck Synchronizer

Precognitive Interface (Swarm)

Hyperbrane Sensors

Blokkat Reactor

Blokkat Phaseshift Transportation

Blokkat Phaseshift Thrusters

Represents a single Blokkat. Has a chance to spawn when an Indifferent or Displeased Blokkats breach containment. Wields a gun which turns planets into more Blokkats (Blokksauna best blokkat).

B. I. G. Vat

Name

Design

Notes

Ether Drake

1 Dragon's Breath

8 Wing Skewers

4 Drake's Lightnings

4 Large Dragonscale Armors

2 Regenerative Hull Tissues

Bio-Drive

Combat Computer (Artillery)

Bio-Propulsion

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Blue Spectral Wraith

6 650THz Emitters

2 Regenerative Hull Tissues

Bio-Drive

Combat Computer (Line)

Bio-Propulsion

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Tiyanki Matriarch

“ELDER_SPACE_WHALE_WEAPON” (No localization)

“ELDER_SPACE_WHALE_SPIKE” (No localization)

10 Large Tiyanki Armors

2 Regenerative Hull Tissues

Bio-Drive

Bio-Propulsion

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Stellarite Devourer

1 Devouring Beam

4 Stellar Torpedos

4 Stellar Plasmas

8 Stellar Lasers

2 Regenerative Hull Tissues

Bio-Drive

Bio-Propulsion

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Voidspawn

6 “SPORE_LAUNCHER” (No localization)

10 Large Dragonscale Armors

2 Regenerative Hull Tissues

Bio-Drive

Combat Computer (Artillery)

Bio-Propulsion

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Prethoryn Swarm Queen

4 Large Scourge Missiles

3 Medium Scourge Acid Blasts

3 Swarm Strikers

1 Regenerative Hull Tissue

Cost and Build time available in the B. I. G. Vat documentation

Prethoryn Swarm Warrior

3 Large Scourge Missiles

2 Medium Scourge Acid Blasts

1 Regenerative Hull Tissue

Bio-Drive

Bio-Propulsion

Bio-Sensors

Basic Combat Computer

Cost and Build time available in the B. I. G. Vat documentation

Prethoryn Swarmling

1 Large Scourge Missile

2 Small Scourge Acid Blasts

1 Regenerative Hull Tissue

Bio-Drive

Basic Combat Computer

Bio-Sensors

Cost and Build time available in the B. I. G. Vat documentation

Prethoryn Swarm Brood Mother

2 Small Scourge Acid Blasts

4 Swarm Strikers

1 Regenerative Hull Tissue

Bio-Drive

Bio-Propulsion

Bio-Sensors

Basic Combat Computer

Cost and Build time available in the B. I. G. Vat documentation

Miscellaneous

Name

Design

Notes

Firewall

2 Tachyon Lances (T1)

2 Medium Plasma Accelerators (T2)

2 Barrier Point-Defenses (T2)

6 Large Durasteel Armors (T4)

Tachyon Sensors

Spawns in the Rogue Computer system.

QS-O Wormhole

20 Quasi-Stellar Obliteration Lances

Spawned when the QS-O is set to fleet  destruction mode.

Ancient Protector

1 Tachyon Lance

2 Large Gamma Lasers

4 Medium Phased Disruptors

2 Advanced Strike Craft

4 Large Dark Matter Deflectors

4 Large Neutronium Armors

2 Shield Capacitators

Tachyon Sensors

Jump Drive

Dark Matter Reactors

Dark Matter Thrusters

Sapient Combat Computer (Line)

Spawns in the Titan’s Cradle system.

Antique Titan

1 Titan Lance

4 Advanced Strike Craft

8 Large Gamma Lasers

4 Medium Phased Disruptors

10 Large Dark Matter Deflectors

10 Large Neutronium Armors

3 Shield Capacitators

Tachyon Sensors

Jump Drive

Dark Matter Reactors

Dark Matter Thrusters

Sapient Combat Computer (Artillery)

Spawns in the Titan’s Cradle system.

Central Strategic Defence Command

1 T slot

14 X slots

15 L slots

15 H slots

5 G slots

5 S slots

5 PD slots

Spawns as part of the Maginot World


Chapter 16.) FAQ

Q: Is this save game compatible?

A: Yes. You will not get some special systems, but otherwise, it is fine.

Q: Is there an older version?

A: Yes. There are version for 2.5, 2.3, 2.1, 1.9, as well as a legacy version of the mod that is updated to the penultimate version whenever the mod has a major update

Q: What happened to the Fallen Empire Playing Video games on the Matrioshka Brain?

A: The Fallen Empires moved their games over to the Fallen Empire Megastructures mod

Q: I can’t place my mega!

A: Is there a mining station or other mega blocking it? Are you trying to place it on the right celestial body?

Q: Size problems

A:You can select the mega you want to build, and it will show you allowed build locations.

Q: Why does this mod not fix vanilla megas?

A: Because that would require overwriting vanilla, which causes compatibility issues.

Q: Can I open the Integrated Megastructure Manager with a console command?

A: Yes you can, in the edicts menu there will be an edict named “Gigastructures Customization Menu”.

Q: Does the AI build these too?

A: Yes.