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.”
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
Kilostructures |
“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 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. |
"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 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: |
“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 DLC: | Dynamic Core Activation
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)
“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 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 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 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)
“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 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 |
“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 |
Colonizable Gas Giants have special districts:
“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 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 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 |
“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 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 |
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 |
Megastructures |
“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 DLC: | Mega-Engineering, Impulse Thrusters, Planetoid Defensive Operations None Utopia |
Celestial Body Weaponization | ||
Technology Effects: | +5% Megastructure Build Speed | |
Prerequisite Technologies:
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 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 | |
Prerequisite Technologies: 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 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 |
"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 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:
The primary vat can also construct the following if previously killed:
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:
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:
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:
Total: 1 primary vat, 6 auxiliary vats |
“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: | 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 |
“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: | 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%. |
“An advanced structure capable of manipulating a star through gravity modulation.”
Prerequisite Technology:
Stellar Fusion Manipulation | ||
Technology Effects: | +5% Energy Weapon Damage | |
Prerequisite Technologies: | 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 |
“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: | 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. |
Interstellar habitats have unique districts and jobs:
Interstellar Habitat has the following modifiers:
“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:
| 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. |
Interstellar ringworld have unique districts and jobs:
“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:
| 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 |
“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: | 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 device which projects marvelous auroras onto the skies of nearby planets, increasing amenities.”
Prerequisite Technology:
Hyperscale Refracting Apparatuses | ||
Technology Effects: | +5% | |
Prerequisite Technologies: | 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 |
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% 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 |
“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. |
“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: | 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 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: | 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). |
“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: | 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 |
“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: | Mega-Engineering Voidborn |
Construction stages:
Name | Cost | Build Time | Upkeep | Effects |
Orbital Elysium | 5000 50 | 3000 | 5 | Spawns a size 10 Orbital Elysium habitat |
Orbital Elysiums have special districts:
The Orbital Elysium Has the Following Modifiers:
“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: | 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 |
“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: | 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:
“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: | 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 |
“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: | 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. |
“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:
| 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. |
Planetary Computing Complex provides 100% bonus to science generation and has special districts:
“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:
| 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:
“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 |
"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 -5% FTL Jumpdrive Cooldown | |
Prerequisite Technologies: | 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 |
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. Imprinted with the overwhelming power of the Psionic Beacon, this Admiral can detect, engage and outmaneuver enemies with unprecedented skill. 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. Astute: Imprinted with the overwhelming power of the Psionic Beacon, this Admiral is a peerless master at maintaining and preserving combat strength. |
Imprison | 200 | Turns an enemy planet into a Shrouded World, killing all of the planet’s inhabitants. |
“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: | Telepathy Transcendence |
Deep Shroud Network | ||
Technology Effects: | +5% , +5% Research Speed, +5% | |
Prerequisite Technologies: | Shroud Energy Studies |
Shroud Summoning Rituals | ||
Technology Effects: | +10% Army Damage | |
Prerequisite Technologies: | Deep Shroud Network |
Shroud Energy Capacitors | ||
Technology Effects: | None | |
Prerequisite Technologies: | Shroud Summoning Rituals None |
Direct Shroud Connection | ||
Technology Effects: | None | |
Prerequisite Technologies: | 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 +7.5% habitability +15% Research Speed +15% Research Speed + 15% from jobs |
“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) |
“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: | 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 |
“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:
| 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 |
“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: | 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 | 360 | None | None |
“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: | 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 |
“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: | Ring Worlds Galactic Wonders |
Titanic Ringworld Construction | ||
Technology Effects: | +5% Megastructure Build Speed | |
Prerequisite Technologies: | 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. |
“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: | 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 |
Gigastructures |
Low-Tier Gigastructures:
High-Tier Gigastructures:
“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: | 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 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: | 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. |
“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: | Behemoth Ringworld Construction None |
Gargantuan Ringworld Construction | ||
Technology Effects: | None | |
Prerequisite Technologies: | Supratitanic Habitat Stabilization Systems, Tetradimensional Engineering |
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. |
“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: | None |
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 -15% Usage |
“A system-spanning complex of shipyards and anchorages, capable of rapidly assembling entire armadas.”
Prerequisite Technology:
Gargantuan Shipyard Facilities | ||
Technology Effects: | None | |
Prerequisite Technologies: | 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 | Produces: 500 Empire Modifier: 500 Naval Capacity |
Hyperstructural Assembly Yard Outer Ring | 35000 | 2700 | 1500 | Produces: 1000 Empire Modifier: 750 Naval Capacity |
Hyperstructural Assembly Yard | 40000 | 1800 | 3000 1.5 | Produces: 1500 Empire Modifier: 1500 Naval Capacity +75% Ship Build Speed |
“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: | None |
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 +25% |
“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: |
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”. |
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 |
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 | ||
Cost: 2000, 100, 640 Upkeep: 10, 2 Modifiers: 10 +1 Artisan Output +0.5 Artisan Upkeep | 10 Artisan |
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 | ||
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 |
“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: | None |
Hyperfocusing Macroscale Crystalline Lenses | ||
Technology Effects: | None | |
Prerequisite Technologies: | Phased Hyperenergetic Power Capacitors |
Artificial Interstellar Wormhole Generations | ||
Technology Effects: | None | |
Prerequisite Technologies: | Hyperfocusing Macroscale Crystalline Lenses None |
Offensive Gigascale Energy Redirection | ||
Technology Effects: | None | |
Prerequisite Technologies: | 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 |
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 |
“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: |
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 |
“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: | 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 |
Gaia Alderson Slices have the following districts:
Alderson Computing Complexes have the following Districts:
Ecumenopolis/Hive/Machine Aldersons have the following Districts:
“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. |
“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. |
“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. |
“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 | |
Prerequisite Technologies: | 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” |
“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. |
Terastructures |
“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: | None |
Physma Construction | ||
Technology Effects: | Unlocks Physma Insulae | |
Prerequisite Technologies: | The Birch World |
Ktisma Construction | ||
Technology Effects: | Unlocks Ktisma Insulae | |
Prerequisite Technologies: | The Birch World None |
Black Hole Extraction | ||
Technology Effects: | Unlocks Extraction Operations | |
Prerequisite Technologies: | 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. |
“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: | 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 |
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 |
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.
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.
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: | None None |
Sentient Metal Tier II | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Tier III | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Tier IV | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Tier V | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Tier VI | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Tier VII | ||
Technology Effects: | +5% from jobs | |
Prerequisite Technologies: | None None |
Sentient Metal Intellect | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier II, Extended Combat Algorithms None |
Quasi-Negative Mass Sensors | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier III, Tachyon Sensors |
Sentient Metal Armor | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier IV, Neutronium Materials |
Sentient Metal Hull Regeneration | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier V, Regenerative Hull Tissue |
Quasi-Negative Mass Shields | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier V, Hyper Shields |
Quasi-Negative Mass Thrusters | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier VI, Impulse Thrusters |
Quasi-Negative Mass Reactors | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier VI, Zero Point Power |
Quasi-Negative Mass Enhanced Jump Drive | ||
Technology Effects: | None | |
Prerequisite Technologies: | Sentient Metal Tier VI, Jump Drive |
Prerequisite Technologies:
Condensed Quantum Electrodynamics | ||
Technology Effects: | +10% from jobs | |
Prerequisite Technologies: | Field Modulation, Quantum Theory None |
Abstract Physics Theory | ||
Technology Effects: | +5% Research Speed | |
Prerequisite Technologies: | None None |
Event Horizon Offset Facility Alpha | ||
Technology Effects: | +10% +20% from jobs | |
Prerequisite Technologies: | Condensed Quantum Electrodynamics, Abstract Physics Theory None |
Construction Stages:
Name | Cost | Build Time | Upkeep | Effects |
Event Horizon Offset Facility Construction Site | 500 100 | 360 | 5 | None |
Event Horizon Offset Facility Alpha | 2000 | 720 | 30 20 | Produces: 100 |
Prerequisite Technologies:
Applied Abstract Physics | ||
Technology Effects: | +15% from jobs | |
Prerequisite Technologies: | Applied Quantum Physics, Quantum Energy States, Event Horizon Offset Facility Alpha None |
Negative Pressure Application | ||
Technology Effects: | +15% from jobs | |
Prerequisite Technologies: | 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: | 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 |
Prerequisite Technologies:
Dark Matter Injection | ||
Technology Effects: | +20% from jobs | |
Prerequisite Technologies: | Space-Time Theory, Dark Matter Drawing, Event Horizon Offset Facility Lambda None |
Passive Negative Mass Enrichment | ||
Technology Effects: | +20% from Research Stations | |
Prerequisite Technologies: | Space-Time Theory, Event Horizon Offset Facility Lambda None |
Gravitational Field Control | ||
Technology Effects: | +20% from jobs | |
Prerequisite Technologies: | 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 |
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 |
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 |
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.
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: |
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: |
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: |
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: |
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
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.
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.
A hyperquasar resides in this galaxy’s core. A Quasi-Stellar Obliterator can be built upon it.
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.
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. |
“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 |
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 |
“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.
“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:
| Supratitanic Habitat Stabilization Systems, Gigascale Stellar Computing, Relativistic Singularity Harvesting Gigastructural Constructs |
Output: | Upkeep: | Affected By: | Gestalt Version: |
2 | 4 4 | None | Dark Matter Weaver Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
2 5 30 20 | None | N/A | Insula Constructor Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
10 10 | None | N/A | Insula Construction Sub-Mind |
Output: | Upkeep: | Affected By: | Gestalt Version: |
5 3 5 | 12 | Researcher Modifiers | Interstellar Researcher Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
4 6 2 | 8 | Interstellar Scavenger |
Output: | Upkeep: | Affected By: | Gestalt Version: |
4 | 2 | Miner Modifiers | Matter Synthesizing Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
90 | None | N/A | Mineral Bore Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
50 | None | N/A | Mineral Bore Sub-Mind |
Output: | Upkeep: | Affected By: | Gestalt Version: |
50 | None | N/A | Penrose Process Sub-Mind |
Output: | Upkeep: | Affected By: | Gestalt Version: |
90 | None | N/A | Penrose Process Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
2 2 | 1 | N/A | Preserve Keeper |
Output: | Upkeep: | Affected By: | Gestalt Version: |
4 | 25 | Refiner modifiers | Strategic Production Drone |
Output: | Upkeep: | Affected By: | Gestalt Version: |
20 Admin Cap | 1 | Bureaucrat Modifiers | Virtual Coordinator
|
Cost: | Upkeep: | Effects: |
100, 360 | 50 20 5 | +300 Ship Starting Experience +10 Shipyard Capacity -50% Ship Build Cost |
Cost: | Upkeep: | Effects: |
None | None | +50 Ship Starting Experience +50% Ship Build Speed -10% Ship Build Cost +8 Shipyard Capacity |
Cost: | Upkeep: | Effects: |
100, 360 | 50 20 5 | +6 Shipyard Capacity +15% Build Speed |
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.
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)
A black hole system containing a tropical planet named Tropiana. Created after the Kaiser is defeated and the Ezicanians part ways with you.
A system orbiting a G-class star and a tropical planet named Tre-Voy. Home of the Ezics.
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.
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.
A system orbiting a G-class star. Once the anomaly is researched, The rogue attack moon Eeloo attacks.
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.
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.
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.
A binary system containing two size 30 gaia worlds sharing the same orbit, 180 degrees apart.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A system orbiting a class G star named Stalor. Contains a size 16 gaia world and a ruined yggdrasil orchid and orbital artificial ecosystem.
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.
A system orbiting a K class star. Contains a ruined gateway and kugelblitz containment silo, along with a named tomb world called Za-Oxx.
A system with an orbital artificial ecosystem on a subsidiary celestial body.
A system with a macroengineering test site on a subsidiary celestial body.
A system with a stellar particle accelerator on the main star
A system with a ruined vanilla and titanic ringworld system.
A system with a ruined vanilla, titanic, and behemoth ringworld system.
A system with a ruined vanilla, titanic, behemoth, and gargantuan ringworld system.
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.
A unary system with one brown dwarf star orbiting a Fclass star, along with a few miscellaneous planets.
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
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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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:
Aeternum (Omega Aeternum) - Will spawn the Aeternum with the following buffs:
Aeternum (Lux Aeternum) (ACOT Only) - Will spawn with all the buffs from Omega Aeternum, but also:
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.
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.
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.
Within the AIA, it is possible to undergo special projects to understand Aeternite technology, which will confer various debuffs to the Aeternum.
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.
If he is still around, it is possible to ask the Kaiser about the Aeternum. Doing so will grant Aeternite intel.
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.
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.
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.
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.
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.
Once Aionda is owned, the Suurikilpian can be activated and deactivated at wilI through the AIA to provide protection.
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.
None
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.
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.
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.
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.
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.
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.
With the destruction of the Preservation Sphere, the Compound threat will be ended.
The Preservation Sphere will be able to be repaired following its destruction. It will generate vast amounts of energy and Quasi-Negative Mass
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.
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 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.
Misc:
Blokkat Appearance - cycles between multiple versions of the Blokkat portrait. Options:
Blokkat Spawn Date – This setting determines the spawn date of the Blokkat crisis. It is Late Endgame by default.
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:
Regular Blokkats - The regular difficulty of Blokkats. It is recommended to utilize some component mods outside of Gigastructural Engineering and More.
Bismuth Blokkats - Balanced for use with powerful mods like ESC or NSC
Endtekk Blokkats -
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.
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.
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.
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.
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 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 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.
To be completed lmao destroyed
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.
The Aetherophasic Engine will automatically fail if it is activated while the Blokkats are present.
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.
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
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.
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 |
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) |
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. |
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: 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: 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. |
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. |
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. |
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. |
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 |
Gigastructural Engineering and More adds many ships. They are organized by owner below.
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. |
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 |
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 |
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 |
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). |
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 |
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 |
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.