Top 10 Best Megastructure Mods for Stellaris – FandomSpot (2024)

I think one of the most important milestones in my journey as a sci-fi aficionado was when I first laid eyes on the Death Star in Star Wars: Episode IV – A New Hope.

It was the moment I realized that immense man-made structures like transatlantic tankers and skyscrapers would be quickly overshadowed by the megastructures of the future, once we expanded beyond our planet and didn’t have to deal with pesky limitations like gravity.

Stellaris plays into this fantasy through Megastructures – colossal constructions that take years and an inordinate amount of resources to complete, but bring ridiculously large bonuses to your society.

If you’re as fascinated by the possibilities of industry and engineering in our starbound future as me, you’ll be hungry for even more galactic-scale superstructures to showcase the might of your empire.

And you’ll find lots of ideas in these amazing Stellaris mods.

1. Megastructure Build Speed

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The Three Gorges Dam in China took 12 years to build. Mount Rushmore took 14 years to sculpt.

A giant alloy ring with habitable landmasses surrounding a star in the middle of outer space? Give us 2-3 years.

Normally, Megastructures in Stellaris take several decades to be completed – but with the MBS mod, that number can be reduced by quite a bit.

This mod adds three new very expensive edicts capable of reducing the time needed to build megastructures by a lot. The first boost, costing 20,000 energy credits, is already good – but if you have 100,000 credits to spare, your projects will be done in no time.

2. Resurrection Device

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I know death is inevitable for squishy organics like ourselves, but a small part of me continues to hope that we’ll create the fountain of youth before I’m past my expiration date.

Given how much humans care about not perishing, I find it hard to believe that we’ll be conquering other star systems without having found a way to defeat our oldest enemies: aging and death.

The Resurrection Device megastructure is the answer to my prayers.

This four-stage construction will extend your leaders’ lifespans and increase population growth – and upon completion, you’ll be able to bring back dead leaders to life to preserve their skills and experience.

3. Star System Cluster Range Weapon

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As a Stellaris player, you start looking at sci-fi storylines from an empire-building perspective.

The next time you watch Star Wars, you might find yourself looking at the Galactic Empire’s Death Star or the First Order’s Starkiller Base and think to yourself, “damn, why can’t I have one of those?”

Well, with the Star System Cluster Range Weapon mod, you can.

The mod introduces a massive military megastructure known as the Fantasmagoria Truth (you can tell it’s a Japanese mod). This moon-sized cannon can shoot down entire fleets at the ridiculous range of three whole star systems.

4. Galaxius

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One of the most troublesome situations in Stellaris is playing a pacifist empire and getting locked out of adequate expansion by your own local allies.

What am I supposed to do now? Go on hunger strike until they transfer the system to me?

A great alternative is to build a gateway to another galaxy with the Galaxius mod.

Once completed, this megastructure lets you manage an outer galaxy colony from the comfort of your own home system. You can absorb systems, colonize planets, and even build more megastructures!

Regrettably, you’ll never visit this new galaxy, but it’s still a fantastic way for your empire to keep growing despite your geopolitical struggles.

5. Dyson Swarm

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Everyone in the sci-fi community knows what a Dyson Sphere is, but have you heard of Dyson Swarms?

Building a steel sarcophagus around a star to harvest its energy can sound a little heavy-handed to some. A nice alternative is to construct a Dyson Swarm, which is basically a collection of smaller habitats and installations orbiting a star without completely encasing it.

This mod allows the construction of Dyson Swarms with solar stations, zero gravity labs, and habitable environments.

You can even choose to start the game on a Dyson Swarm!

6. No Limitations: Megastructures

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With these many awesome megastructures – in addition to the already cool vanilla ones – you start getting an itch to just cover every system in your empire with them.

No Limitations: Megastructures helps you achieve that by removing the balance-oriented limitations put on megastructures by the team at Paradox.

For example, you can now build two megastructures in the same system, and you won’t have to settle for just one of each megastructure in your empire.

You can even build a Ringworld around a star with a Dyson Sphere! It makes no scientific sense, but it sure looks bad-ass.

7. Resource Mega Structures Adjustment

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A much more balanced alternative is the Resource Mega Structures Adjustment mod, which gives you the chance to build multiple Dyson Spheres and Matter Decompressors – at a steep cost.

In exchange for removing the regulation that only allows a single one of these megastructures to be built by a single empire, the mod greatly increases the costs of building them.

For example, each stage of the Matter Decompressor project used to cost 12,500 alloy units.

Now it costs 5,000 unity and 12,500 energy credits on top of the alloys.

Don’t get me wrong, you can still break the balance if you play the long game – but for the average player, this can be a really fun addition for an empire that believes in building tall instead of wide.

8. Foreign Gateway Construction

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Finding an abandoned gateway in your empire can be an incredible boon for your civilization that’ll let you extend your reach far beyond your immediate vicinity.

Still, it’s kind of inconvenient that you can’t choose where the rest of the gateways are. I’ve had games where my gateways only lead to hostile empires, for example, which rendered them almost completely useless except for traveling within my own borders.

The Foreign Gateway Construction mod helps you revitalize your gateway network by building all-new gateways in systems owned by your allies.

In the end, the gateway will be theirs to keep – but you’ll get a lot of utility from it. Think of it as investing in foreign infrastructure!

9. Imperial Projects

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Darth Sidious and Darth Vader couldn’t have built the Death Star without first taking control of the galaxy. In a way, it was the resources of the Galactic Empire that enabled its construction.

Imperial Projects adds a similar event to Stellaris.

If you manage to unite the galaxy (or subjugate it) into the Galactic Imperium, you’ll gain access to five new megastructures your society couldn’t dream of before gaining control of over half the galaxy.

These megastructures include the Virulent Biolab, the Tiyanki Incubator, and the Empyreal Hyperlane Beacon.

I won’t go into details to avoid spoilers, but just the names of these constructions should give you an idea of their potential.

10. Gigastructural Engineering & More

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Gigastructural Engineering is a must-have mod that dominates the custom megastructure playing field by introducing an incredible 44 new powerful megastructures to Stellaris.

I can’t get into the details for all 44 of them, but one look at some of their names should paint a clearer picture:

  • Stellar Particle Accelerator
  • Neutronium Gigaforge
  • Behemoth Assembly Plant
  • Planetary Computing Complex
  • Attack Moon
  • Superatmospheric Umbegaseous Collecto-Condenser (SUCC)

As you can see, these new megastructures range from military applications to research facilities.

The mod also features new origins, crisis, and even achievements based on these massive constructions.

Watch out, though. Because the AI has been improved to use these megastructures very effectively – so don’t expect to just steamroll them without a fight!

Top 10 Best Megastructure Mods for Stellaris – FandomSpot (2024)

FAQs

What is the most useful megastructure in Stellaris? ›

This makes the Dyson Sphere one of the best megastructures to invest in. Designed to encompass an entire star, the Dyson Sphere captures a huge percentage of its power output. When fully constructed, it can give an output of up to 4000 energy while requiring no maintenance.

What is the best Stellaris mod? ›

For those curious, here are the best ones to check out.
  • 8 Planetary Diversity.
  • 7 Real Space.
  • 6 Diverse Rooms.
  • 5 Machine Shipset.
  • 4 More Events Mod.
  • 3 Beautiful Universe v2. ...
  • 2 UI Overhaul Dynamic.
  • 1 Gigastructural Engineering & More.
Apr 12, 2024

How do you get megastructures Stellaris fast? ›

The most important requirements for the Megastructure techs are having a ruined Megastructure in the Empire's borders, which increases the chance of encountering Mega-Engineering by x20, or building a large number of Citadel Stations.

What do I need to build megastructures in Stellaris? ›

All megastructures require a construction ship for their initial stage; later stages do not. Many megastructures have different visual textures depending on the ship appearance of the empire that built or restored them. Each stage of a megastructure has a required time to build measured in days.

How many megastructures can you have in Stellaris? ›

Only one multi-stage megastructure – apart from the Ring World – can be built per empire. Repairing a pre-existing megastructure won't trigger any achievements once finished, but it also doesn't count against the build limit either.

Is Stellaris AI better now? ›

Yes, vanilla AI was upgraded A LOT since it. Previously AI mods were almost mandatory - now they're used by most hardcore players, as vanilla AI pretty capable to fight back on A/GA difficulties. It still avoid strict specialization (but it's actually a good thing as player could exploit it A LOT).

Which authority is best Stellaris? ›

Oligarchy is something all democracies should switch to. Oligarchy start is real good due to agendas, and because it has meritocracy, a great finisher. Generally, if you have venerable, or enduring and are repeating endgame life tech, a good oligarchy leader might be considered for imperial authority.

What is the best relic in Stellaris? ›

Moreover, only one relic can be active at a time, making it crucial for players to know which relics to prioritize before activating one.
  • 8 Plasmic Core. ...
  • 7 The Surveyor. ...
  • 6 Crystal of Odryskia. ...
  • 5 Khan's Throne. ...
  • 4 Eternal Throne. ...
  • 3 The Rubricator. ...
  • 2 The Last Baol. ...
  • 1 Cybrex War Forge. Supplies Crucial Resources.
Nov 19, 2023

How long does it take to 100% Stellaris? ›

When focusing on the main objectives, Stellaris is about 31½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 337 Hours to obtain 100% completion.

What does the quantum catapult do? ›

Once players have constructed a Quantum Catapult Megastructure in Stellaris, they'll be able to use it to launch their fleets or ships to distant star systems, ignoring the normal Hyperlane network.

What is the best star to build in the Dyson Sphere Stellaris? ›

While O-Types are the ideal choice in Dyson Sphere Program gameplay, they're often in short supply in most starting seeds. In this regard, the B-Type Star is easily the second choice given both its abundance and practicality in terms of resource consumption.

What does a Dyson sphere do in Stellaris? ›

The Dyson Sphere is an enormous sphere that encompasses a sun to harvest all of its power. The surrounding planets, not receiving any light anymore, become barren worlds. However, you'll be able to harvest an incredible amount of Energy Credits! Just be sure not to build it in a system with habitable planets.

What are Ringworlds good for Stellaris? ›

Habitats can be good for filling out systems that have colonizable worlds and as research or energy sources, where as ringworlds are good for systems without inhabitable worlds as they project more control than habitats (which produce generally only enough to allow you to maintain control over a system at the expense ...

What is a good start Stellaris? ›

For beginners, it is recommended to avoid using the 'random' button as its unpredictability can make the game harder to play. That leaves two options: preset empires and a custom-made one. Picking one of the preset empires provides the quickest start, as the player can immediately start a new game.

Does it matter where you build Science Nexus? ›

As far as I am aware, there are no bonuses for placing it somewhere "special". I would suggest placing it in a system far behind your borders. I.e., somewhere safe.

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