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Stellaris Dev Diary #59: Megastructures

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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to cover the headline feature of the Utopia Expansion that we announced mere hours ago: Megastructures.

Megastructures (Paid Feature)
Have you ever looked at a Fallen Empire's Ringworld and thought 'I want to build one of those?'. Well, so have we, and in the Utopia expansion you will be able to do so. Megastructures are massive multi-stage construction projects that require an enormous investment of resources and time but offer quite spectacular pay-offs. There are four Megastructures that you can build: The Ringworld, the Dyson Sphere, the Sentry Array and the Science Nexus. In order to build a Megastructure you will need to unlock a number of advanced technologies and pick the appropriate Ascension Perk. This will unlock the ability for your construction ship to build a Megastructure Construction Site in an appropriate location. The Construction Site alone is a project that takes a large amount of resources and takes several years to complete.
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Once you have built the Construction Site for a Megastructure, you will be able to upgrade it to the first construction stage for a Megastructure. For the Ringworld and Dyson Sphere, this is an initial frame that provides no benefit, while the Science Nexus and Sentry Array gets a partially completed structure that provides some of the benefit of the finished version. From here, you can upgrade the unfinished Megastructure to the next stage(s) by investing more time and resources. For the Dyson Sphere, Science Nexus and Sentry Array, you upgrade one stage at a time, with increasing benefits from each finished stage until you have the completed Megastructure. The Ringworld Frame has four segments that can all be upgraded into finished Ringworld Sections simultaneously.
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The four different Megastructures work as follows:

Ringworld: Can only be built around a planet-rich star in your borders and, once finished, provides four maximum size 100% habitable planets. The Ringworld construction project will consume all planets in the system to be used as building materials. Cannot be built around Black Holes, Pulsars or Neutron Stars.
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Dyson Sphere: Can only be built around a star in your borders and provides a huge amount of energy each month, with the amount increasing for each stage of the Dyson Sphere completed. Once completed, the Dyson Sphere will cool down the system, turning most planets there into frozen worlds. Cannot be built around Black Holes, Pulsars or Neutron Stars.
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Science Nexus: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and provides a huge amount of science each month, with the amount increasing for each stage of the Science Nexus completed.
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Sentry Array: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and functions as a sensor station, providing sensor range in a radius that grows for each stage of the Sentry Array completed. Once fully finished, it will give complete sensor view of the entire galaxy.
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Building a Megastructure is hardly a subtle affair, and once an empire starts construction on such a project, all other empires that have communications with them will be notified about the start, progression and completion of such a project. As monumental undertakings involving the resources of a whole empire, these projects can also have unintended political and diplomatic consequenses. Also, much like the Ringworlds already in the game, you are not the first civilization to conceive of the idea of Megastructures, and you may encounter ancient, ruined Megastructures while exploring.
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That's all for today! Next week we'll be talking about yet another feature of the Utopia expansion: Psionic Transcendance and The Shroud.
 
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And yet if you do not blow up the planets they will pose a rather big safety risk and come crashing down onto the ring once the mass of the ring disrupts the gravitational forces in the system.
Why build your ring around a star with planets then?
And again you can't blow up a planet. I can't stress how close to impossible it really is.
 
Come on Paraodox, tell us about what you're putting in the game for free! This stuff is cool and all, but I want to know what's going to be 1.5 Banks! Stuff I can know I can actually use!
So far, most of the dev dairies have only been about the Utopia DLC.

If you want to read about Banks, may I suggest starting here, here and here?
 
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Ringworld consuming planets is meant to explain why the tiles have resources, basically.

(Also, a system with a ringworld + planets can have issues with visuals)
This makes me wonder... What happens to colonised planets and habitats in the system? Are they scrapped and pops become refugees ooooor is it simply impossible to start a ringworld in an already inhabited system for the sake of simplicity and sanity?
 
Ringworld consuming planets is meant to explain why the tiles have resources, basically.

(Also, a system with a ringworld + planets can have issues with visuals)

To clarify, the planets are removed entirely and they don't just become barren or asteroids or the like?
 
If you want to read about Banks, may I suggest starting here, here and here?
I know, and maybe I exaggerated a bit, but, including next dev dairy, we have 3 dairies in a row that are nothing but Utopia, and I feel that there are many gameplay mechanics that need to be a addressed a lot more than we need the ability to build ringworlds.
 
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Ringworld consuming planets is meant to explain why the tiles have resources, basically.

(Also, a system with a ringworld + planets can have issues with visuals)
I can buy the last argument. It won't have to consume actually colonizable planets will it? I could pop it in one of those systems with nothing useful it it.

To clarify, the planets are removed entirely and they don't just become barren or asteroids or the like?
Yes that would seem to be the case.
 
The way Paradox talked about destroying planets (and habitats) I guess that the engine currently does not support the direct removal of inhabited objects. So what happens when you build a ringworld is that the entire system is replaced with a stock system with a ringworld in it.
 
I admit I'm not entirely sold on this. I love most of the stuff in the patch and DLC, but traditions feels like something lifted straight out of Civ, and I still feel that being able to build megastructures yourself takes some of the wonder and "magic" out of them. I do like having goals to strive towards for the end-game, though, so there is that.
 
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@Wiz am I correct in assuming Gaia world terraforming time frames for each part of these mega structures? Considering we are effectively constructing 4 Gaia world's in the ring case. Will we be getting a new strategic resource that is required for the new mega structures?
 
@Wiz, while I know that super weapons aren't a primary focus here, what about a non-super weapon military mega structure? I'm thinking a super-fort that would have multiple of the passive effects (think FTL snare, shield disruptor, etc.), but would have it's own preset-build. It would come equipped with stuff such as Tachyon Lances, or Gigacannons, etc. The idea would be a creatable defense platform that is capable of repelling massive enemy attacks, but takes forever to build.

Potentially it could be garrisonable with an army and after being disabled, invaded to take control of?
 
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So we pretty much know about all mayor features of Utopia, right? I am really disappointed that this expansion does not add a single new mayor systemic feature like trade, private sector enterprise, multilateral organizations, espionage, different nation entitites like nomads, etc. How does that justify a whole expansion? Its only minor stuff, worth a DLC.

No, we are missing features according to his twitter posts. More will be learned later.
 
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Why does everyone keep saying Traditions are lifted from Civ? It's not like they're radically different from the Ideas used by Europa Universalis. I mean, yes, Civ has also used a similar system, at least in Civ V and BE (no idea about VI), but Civilization hardly has a monopoly on the concept.
 
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Cheers for the DD Wiz :D. More excellent Stellaris content incoming :).

This may come as a bit of a shock but: Stellaris is not and will never be a completely realistic game.

EDIT: Quoted wrong post. Fixed.

Given that Stellaris is in the future, and (unless you've got a time machine :p) we don't know the future (or event what about 85 per cent of the mass of the universe is made up of now!), Stellaris could be a 100% future empire simulator, you never know :p. The Stellaris team could be prophets of future ages :eek:.

Or it could just be a very enjoyable space GSG, either's fine with me :D.

Unless you know something I don't, I think the vast majority of Stellaris players are humans.

I'd been meaning to say, your lack of commitment to languages for species other than those from Earth in Stellaris' localisation has been disappointing :p.
 
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This looks absolutely fantastic! I'm so hyped for this dlc and patch.
 
Why does everyone keep saying Traditions are lifted from Civ? It's not like they're radically different from the Ideas used by Europa Universalis. I mean, yes, Civ has also used a similar system, at least in Civ V and BE (no idea about VI), but Civilization hardly has a monopoly on the concept.
Because ideagroups are such a great idea to begin with... I would rather see a system where your civ gets better at the things it actually does.
 
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