Megastructures Expansion - Major Features

New Quests

  • A new, early game Quest Chain for Megastructures is kicked off starting with "A Distant Signal." These Events and Quests are designed to lead players through the new Megastructures Content.

  • New events and quests involving Megastructures and Ringworlders

New Resources

  • Gigamass - is important as a required resource for all Megastructure construction, as well as some new components, improvements, orbitals and more. This resource is acquired from dead planets via planet harvesters and is therefore both limited and highly valuable

  • Energy - An important because it is required for Megastructure construction. Megastructures spend Energy once built and need a steady supply of Energy to operate.

    • Energy is a resource akin to food with Energy Generation and Consumption. This resource is generated by Dyson Spheres and Solar Farm improvements

    • Overspending Energy will trigger some dangerous Energy Crisis Events

New Ship Components

  • Gigamass Lens & Gigamass Coils: Boost Beam Weapon Damage.

  • Gigamass Shrapnel & Gigamass Grav-Pulse: Boost Missile Weapon Damage.

  • Gigamass Spearheads & Gigamass Rods: Boost Kinetic Weapon Damage.

  • Gigamass Stabilizers & Gigamass Field Anchors: Boost Shield Strength.

  • Gigamass Microchips & Gigamass Phase Cards: Boost Evasion.

  • Gigamass Lining & Gigamass Alloy: Boost Armor Strength.

  • Gigamass Fuel Rod & Gigamass Manifolds: Boost Moves.

  • Gigamass Reinforcement & Gigamass Core: Boost Hit Points.

  • Gigamass Drop Pods & Gigamass Transport Vehicles: Boost Conquest Rating.

New Technologies

  • There are Seven Total – Starting with Gigamass Theory and ending with Nexus Mastery.

    • Gigamass Theory

    • Gigamass Harvesting

    • Stellar Architecture

    • Megastructure Nexi

    • Advanced Nexus Augments

    • Habitable Rings

    • Nexus Mastery

Stellar Architects

  • Stellar Architects are unlocked by the Stellar Architecture tech and are used to construct Megastructures.

    • Stellar Architects can be sent to Stars or Blackholes to build these Megastructures (A find Megastructure Site button is available for ease of use). When they arrive, players get the option to choose which Megastructure to build.

Dyson Spheres

  • Dyson Spheres are the first Megastructure unlocked in the DLC and are the best way to generate Energy.

    • All stars provide the same amount of Energy, except white stars which provide extra.

      • White = 25 Energy

      • All Other Stars = 10 Energy

Stellar Nexus

  • The Stellar Nexus is the foundation for dozens of different Megastructures which it can become when upgraded via Nexus Augments.

    • Nexus Augments work similar to Starbase Modules but take several turns to install or replace with only one being installed at a time.

    • The three tiers are unlocked over time and increase in power at each tier.

      • Tier 1: Mildly Powerful

      • Tier 2: Powerful

      • Tier 3: Overpowered

  • Similar to Dyson Spheres, Stellar Nexuses are specialized based on the color of their host star:

    • Base Module: +5% Approval, +5% Manufacturing, +5% Research

    • Yellow: Growth/Food/Population

      • Nascent Garden +3 Farming, +30% Growth, +3 Pop cap

      • Flourishing Garden +6 Farming, +60% Growth, +6 Pop cap

      • Celestial Garden +10 Farming, +100% Growth, +10 Pop cap

      • Focus Origin +3 Unit Stats

      • Focus Amplifier +6 Unit Stats

      • Focus Generator +10 Unit Stats

      • Stratus Cycler -30% Pollution, +10% Approval

      • Nimbus Cycler -40% Pollution, +15% Approval Celestial

      • Cloud Cycler -75% Pollution, +25% Approval

      • Core Authority 5 Control per Turn, +3 Culture Points, -25% Crime

      • Unified Authority 10 Control per Turn, +5 Culture Points, -50% Crime

      • Central System Authority 20 Control per Turn, +7 Culture Points, -75% Crime

    • Red: Military

      • Daybreak Engine +50% Military, +2 Armor, +2 Shield Dawn Engine +75%

      • Military, +4 Armor, +4 Shield Eclipse Engine +100% Military, +8 Armor, +8 Shield

      • Impulse Matrix +25% Moves, +25% Tactical Speed

      • Surge Matrix +33% Moves, +33% Tactical Speed

      • Acceleration Matrix +50% Moves, +50% Tactical Speed

      • Shield Coordinator +35% Planetary Defenses Guardian Coordinator +50% Planetary Defenses

      • Defense Coordinator +75% Planetary Defenses

      • Hunter's Gaze +20% Weapon Attack Orion's Watch +33% Weapon Attack

      • Orion's Eye +50% Weapon Attack

    • Blue: Manufacturing/Research

      • Cosmic Mirror +3 Technology

      • Astral Mirror +5 Technology

      • Quantum Mirror +10 Technology

      • Stellar Smithy +3 Minerals

      • Astral Forge +5 Minerals

      • Cosmic Foundry +10 Minerals

      • Trust Engine +15% Recruit Discount, +15 Loyalty

      • Loyalty Engine +30% Recruit Discount, +30 Loyalty

      • Allegiance Engine +45% Recruit Discount, +45 Loyalty

      • Proto Spire +10% Random Tech Discount

      • Emergent Spire +15% Random Tech Discount

      • Neoteric Spire +20% Random Tech Discount

    • Purple: Econ/Influence/Tourism

      • Proto Lens +25 Planetary Influence, +20% Planetary Influence

      • Astral Lens +50 Planetary Influence, +30% Planetary Influence

      • Subspace Lens +75 Planetary Influence, +40% Planetary Influence

      • Starry Retreat +3 Tourism, +50% Tourism

      • Cosmic Getaway +4 Tourism, +75% Tourism

      • Galactic Resort +5 Tourism, +150% Tourism

      • Colossal Market +50% Trade Route Value, +3 Trade Licenses

      • Monumental Exchange +100% Trade Route Value, +6 Trade Licenses

      • Megalithic Trade Center +200% Trade Route Value, +9 Trade Licenses

      • Cosmic Courthouse +15 Diplomacy, +50 Diplomatic Capital Income

      • Interstellar Consulate +30 Diplomacy, +100 Diplomatic Capital Income

      • Galactic Embassy +45 Diplomacy, +200 Diplomatic Capital Income

    • White: CANNOT BE BUILT ON

Stellar Gateway

  • Stellar Gateways are built by Stellar Architects on the edges of Blackholes.

    • Two Gateways are needed to make a pair and fleets can travel through one and out the other.

  • Gateway pairings can be managed in the Automation screen.

  • Gateways have a toggle that allows players to switch between sending fleets through and stationing fleets on these gateways.

  • A Gateway's pair can be seen as a button over the context window and interacted with by being clicked on.

  • The new Open Gateway Treaty allows Civs to utilize one-another's Gateways.

Ringworlds

  • Ringworlds are built around stars, and, like Nexuses or Dyson Spheres, offer different tile bonuses depending on the color of their host star.

  • All Ringworlds are Class 39 planets with a specific contiguous tile layout due to being Artificial Planets.

  • Ringworlds are meant to be artificial paradise and thus are extremely powerful Core Worlds/Colonies.

Ringworlders

  • Ringworlders are a new minor faction that players can meet. They live on a Ringworld that may be encountered far before the technology necessary to build them is unlocked and thus may provide a unique opportunity for players to obtain a powerful new planet.

Invasion and Capture

  • Megastructures can be invaded and captured like colonies

  • Megastructures can be defended by stationed fleets

18,895 views 4 replies | Pinned
Reply #1 Top

Are there tech requirements for the different Stellar Nexus build options? Where do we see that information? I'm not seeing all of them available as nexus upgrades before or after the 3.0 patch (I have games before and after the patch that have different options, and both are missing options from the OP in this thread).

Reply #2 Top

Quoting Mizaq, reply 3

Are there tech requirements for the different Stellar Nexus build options? Where do we see that information? I'm not seeing all of them available as nexus upgrades before or after the 3.0 patch (I have games before and after the patch that have different options, and both are missing options from the OP in this thread).

Civilization Traits requirements were added to different Nexus upgrades so you will not have access to all the upgrades now.

If you preferred the old ways of having access to everything, regardless of which civilization you were playing, you'll have to rely on mods. You can find some at https://www.galciv4.com/mods/manager that will revert it back to how it was. Look for the UP Bundle of mods and use these specifics mods (note that it will only work on a new game): UP_MBC_NexusAugmentsForAll,  UP_MBC_GigaShipComponentForAll, UP_MBC_GigaImprovements.

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Reply #3 Top

Thank you, Draver. Is there a thread for discussing that mod? I was hoping to find the xml that defines what these values currently are to play within the rules (i.e. still get Steam achievements). I'm 39 hours into a giant galactic map where I can't even build the modules I was originally planning for (RIP). Is it correct that the UP_MBC_NexusAugmentsForAll xml replaces a file or section of a larger xml that presumably includes traits as some of the <Prerequ> values? Please pardon me if I have the terminology wrong for the xml rows.

Reply #4 Top

I'm not aware of any thread about mods over here, but there's a channel dedicated to mods on the GC4 discord. That would be a good place to discuss.

Thankfully, using mods will not disable Steam Achievements, so you can do what ever you want with the values!

Yes, the mod modify parts of a bigger files, and parts of each entries related to those structures. Feel free to go in there and modify everything to your liking.