Ok so I noticed I've made several editing oopsies (the text callouts were the most difficult part as I had to type out everything manually lol) Let me know if you find any inaccuracies, i'll correct them here! EDIT: I forgot to mention, all figures are taken straight from the code. The megastructure costs consist of summed up megastructure stages. The numbers might be slightly different in your playthrough depending on what modifiers your empire has, as they affect the total cost, buildtime, cost, and upkeep. So treat them as a point of reference for what each megastructure needs, produces, etc. ---------------------------------------------- UPDATE 3.30 --------------------------------------------------- - The output of the Matrioshka Brain has been reduced by 80%, and it no longer boosts research speed - Virtual Reality Segments have been removed, eventually new uplink buildings will be added eventually, and they will introduce similar concepts to the uplinks - Behemoth (and Gargantuan) ring worlds can now coexist with Matrioshka Brains (no O-stars) - Iodizium Buildings had their stats changed - Disabled the Penrose Ring and Interstellar Ring origins/techs - The Kugelblitz is now considered a kilostructure, initially it stores only 25K resources, but it can be upgraded with mega/tetradimensional engineering adding more storage. It also has a new model, yay! - The Silo now requires Citadels and Zero Point Energy, no longer needs mega-engineering - Various other changes, the ones above are the most important imo. For the remaining ones check the changelog on steam, or the discord server. ---------------------------------------------------------------------------------------------------------------------- 5:14 The Asteroid Manufactory has received an update. It's resource output now depends on asteroid type/resource deposit, meaning it might instead produce food, alloys, energy, or supertensiles. If you have a colony in the same system, you may construct a special building, which adds jobs dependent on the manufactory's type. 11:47 - I forgot to edit the text for the Fusion supressor. The megastructure can be built on any star, so ignore that. 12:40 once you dismantle it ofc 27:42 - It's supposed to say 1500 negative mass instead of 1200 29:16 The Virtual Consulate is replaced with different districts if you have different ethics not mentioned in it's description. For instance if you're authoritarian you get the Virtual Hell district 29:37 You can assemble new pops if you're a machine empire tho 32:00 Also if you destroy an owned system, the country will instantly declare war. NDBs no longer remove hyperlanes, this was changed in a recent update so I forgot to remove that part. 34:08 - forgor to add influence upkeep in the text callout 34:50 - *Computing 44:00 The Birch World also has a district for supertensiles if they're enabled 44:50 If the Katzen are not allowed to spawn, a Katzen fallen empire can spawn instead, which acts like a regular FE but is a bit stronger than them
can you go over some of the ship girl anime mods? Like: Warship Girls R Journey to Eternity KDC Story pack Azur Lane Stellaris DLC I think that'd be pretty cool :D
Great video. One small mistake at 32:00, the Nicolla Dyson beam no longer destroys the hyperlanes when targeting the star. It was changed because the devs didn't like players completely cutting themselves off from the galaxy, or using it to 'contain' the crisis.
Little details you missed: you can’t grow pops on the matryoshka brain but you can BUILD them (thus I recommend machine empires or synthetically ascended if you don’t want to deal with relocation of your pops.)
Bonus detail: if you have ACOT along with Gigastructres you can upgrade the birch world into a supermassive void birch sphere but it is very expensive (3 mil energy minerals 20 mil alloys 15 mil dark matter dark energy and 750 influence) of course you need ACOTS void sphere technology to get it.
I still find it funny how you'll run out of stuff to do waaay before you can even get all the resources for the void birch, there really needs to be a more end-game focused mod that can be added so there's actually reason for all these insane things. Maybe a late end-game crisis that has effects on all empires, requiring you to actually have that much resource production?
Seems like a supermassive structure that would be seen in the Doctor Who Expanded Universe or Xeelee Sequence. It certainly does sound like a infrastructure feat requiring defying regular laws of physics.
Small heads up, the mod just got an update that reworks the Asteroid Manufactury which now makes it a Kilostructure and instead of directly producing Consumer Goods, it now gives a choice of special buildings based on the type of asteroid it was built on, which in turn grant 10 jobs and special bonuses if the colony it is built on is in the same system as the megastructure.
the quality is insane big props wish I had this when I first started😢. Also thanks for the ACOT video it’s been helping me a LOT #1 source of info on the mod from my searching.
Sounds like alot of stuff I wouod imagine the Forerunners before the Forerunner-Flood war bulit their infrastructure to support their 3 million world nation. Such a large territory would need quite alot of logistics and every resource production and management.
I wonder if the infrastructure of the Interim Coalition of Governance from Xeelee Sequence is capable of building these massive Gigastructures and Terastructures like the Birch worlds and those other super massive black hole and solar system sized stations and the Qaesarcraft and weapons. One thing is for certain a birch world and a Qaesar weapon of supermassive black hole size and the durability to withstand such forces is beyond any faction in Warhammer 40k could even conceive of. The Birch World would be able to tank solar system destructive capacity attacks like rain on a mountain. It's sometimes hard to believe the Stellarborne are able to easily massacre the Blokkats if they don't have the player problem solving mechanic of the Invincible dimension barrier. Then in comes a Qaesarcraft arriving to their system several times larger then the solar system itself with a beam width radius that expands in the Aus ranges casually. That premise alone would make for a good powerful sci fi novel franchise. The mere computing and processing power behind some of these Gigastructures and Terastructures would have to be on a tier which is casually on par with the entirety of the Domain in the Halo books processing knowledge at a rate that would be like some of those insane overpowered tier characters you might see across various light novels. With the Interim Coalition of Governance I can see even these Terastructures being difficult to construct and replicate even with a trillion world empire of resources.
You could explore the 40k lore a bit more. There are structures out there which can match those in this mod, like the Eldar Webway(intra-galactic travel in hours via dimensional tunnels), the Necron Celestial Orrery (can move or blow up stars and planets at will) and the C'tan Breath of Gods (create or destroy stars) and Outsider's Dyson sphere. The Dark Gods have psychic powers of similar powers (Warp rifts, Warp Storms which can shift entire galactic sectors in time or space, the Eye of Terror, the Great Rift...even the Orks can make Attack Moons. The Imperium of Man is far behind by a few millions years of tech development, and they are also regressing every day, but at least the Votann AIs in the galactic core still remember how to mine black holes and strip-mine stars (often alongside the locals living there...like any proper paper-clip machine.)
@@andrew3203 Those are outliers not the rule. Warp storms shouldn't really count in the way you might be thinking in weaponized deployment sense that is manufactured. Practically let's look at it like this. Dyson Spheres are not that impressive in this Stellaris mod. The Webway is not exactly a terastructure in itself physically like Stellaris Terastructures and Gigastructures are built. It was through unknown Warp methods by the Old Ones but we don't really know what it's weapon applications could have been. The Celestial Orrery effects also takes a lot time it's effects to be noticeable but they are not instantiation like most Stellaris Gigastructural weaponry are. And the Breathe of the gods the galaxy destroying super weapon that needs a C'Tan to power it is now gone and there is no current way to build one. The Necrons at the moment don't have the capacity, manpower, infrastructure, and the needed resources and assets required to build structures like those for at least a very long time even if they awoken the rest of the dynasties. Krorks may have built attack moons and been military geniuses however we don't know much about what their combat fields and efficiency was like in the War In Heaven and the methods they used to build such things. By the late endgame of the Gigastrucural mod Attack Moons are pretty weak and easily get destroyed so the lore needs to show more of what Krorks are capable of because in this comparison the Krorks need to show they can build something on the tier of the endgame Gigastructural ships. Putting it into perspective the potential of the industrial and manufacturing might that Stellaris Gigastructure nations have showed is to such speeds and rapid deployment that the Necrons and Eldar would quite literally need everything they had at their absolute peaks of power with quintillions of population to even hope of keeping with such intense industrial output and production if they were to go head to head pound to pound. Even the Forerunners in Halo too even with their adaptive technological flexibility.
5:20 there are plans to overhaul the asteroid manufactory to produce all sorts of resources, I'm not so sure exactly how it work but apparently planets are involved
Oh yeah i've seen the teasers on the gigas server. Basically the asteroid manufactory will change it's resource output based on the asteroid type/resource deposit. New buildings will also be involved, but idk if TTFT explained how they will work yet. Once the new update comes out, i'll include that in the pinned comment
Ok, I have had gigastructures installed for a while now, but I had never known about that EHOF chain, I had thought it was just a version of the quantum catapult before the dev's put that in. I will definitely try that out next time. Thank you for the info!
The fallen empire awakened and basically tanked the Aeternum for the galaxy. This is bad news because now we don't have enough Aeternum Intel to break down their shield and finish them off.
in the solar system you can set Jupiter on fire - which will give 4 small planets from Galilean satellites . I’m not sure that this is necessary in principle because in fashion it’s always easier to build megastructures.
The kuglebliz containment silo is useless fpr storage, the mod also adds a building called deep storage facility which you can build on some habitable megastructures like ringwolrds thsth gives 37500 storage and you can just spam them in all building slots
On the hyperweapons: Nicoll-Dyson may shoot any system but has a long cooldown. It's mostly useful as a first strike capability against a system where the enemy keeps their fleets. (I've also caught FE fleets like this; their capital is protected against hyperweapons, but the second they step outside, boom) Quasi-Stellar Obliterator needs resources to shoot (which is trivial), but has no cooldown, lol. As long as you can place target beacons, it's up to you to blow up the whole galaxy. Thank God they have at least this requirement for beacons otherwise building this would be an autowin. (When galaxy declares on you, it's not challenging, as you can blow up your own border systems to destroy hyperlanes.) QSO also works as a first strike: if you have open borders with the target while at peace, you can schedule a strike ar any star cluster or a bunch of any individual stars with target beacons, before you declare war. Hopefully you don't need to be told how absurd this is. (At war the ability to place beacons is affected by enemy FTL blockers, so typically you can directly target something that your construction ship can pathfind for, and you can't target a system with colonies if you've just captured the starbase but planets have FTL inhibitor.) The saddest part, you can only build one of each, and hyperweapons can't target other hyperweapons. I wanted to play a asort of nuclear deterrent scenario in multiplayer, where me and friends would keep building NDBs to be able to shoot down enemy NDBs emulating how nuclear escalation worked in the Cold War. Sadly you don't get it, although still if your enemy also has an NDB it brings a cool dynamic.
Is there a way to learn how supertensile materials exactly work? I only enabled them once because I thought the idea was interesting but it became a source of headache because I couldn't understand how it worked, I had +200 surplus per month at some point but the stored amount was always 0, and there was almost no increase in the megastructure build speed even with added modifiers from traditions and edicts. Also having to manage another layer of job based resources ended up being another layer of the micromanagement hell
Regarding the Frame World, is there any way to tell what income you'll get from building a planetary outpost? I tried a quick game just to experiment with the start before a "serious" run, and they were just giving like 2 energy/minerals/food with a 4 energy upkeep. It would be nice to know ahead of time what I'll get out of it so I can prioritize which planets to build outposts on.
I don't think there's a way to do this. Besides, planetary outposts are not meant to produce tons of resources, since you literally have a world with infinite districts.
@@michael_stellaris Okay. I thought they were supposed to be important since the situation log entries for Frame World make a big deal about them, and making planetary outposts increases your empire size. That last one especially seemed like an indicator that they were meant to provide significant bonuses, worth sacrificing your small empire size for. If they're not really important then I'll just focus on harvesting asteroids to increase my district count.
Question: i have been trying to research the Big Vat but even though i have all the requirements it hasnt appeared yet. Is it very rare or do i need to also kill a leviathan to het the option? Kinda desperate
Yeah it's a rare technology, so perhaps you're not very lucky. Also you don't need to kill a leviathan to obtain it. You only have to do this if you wish to assemble a leviathan with the Vat.
@@michael_stellaris I do it regularly. Unlock the jump drives, equip them to your ships, then get a science ship or construction ship into a Wormhole-cohesive system, and then use the jump drive to try and navigate back to the main galaxy. Sure, you'll have the normal "range" of a jump drive to the edge of the galaxy, but it still works flawlessly for getting out of the Wormhole-Cohesive cluster before you unlock the ability to open up primordial pillars with research or to open up micro-wormholes to previous destinations with the higher tiers of EHOF. It even works with military ships.
That is the Gargantuan Quasarcraft. It's not in gigastructural engineering, you can get it with this submod steamcommunity.com/sharedfiles/filedetails/?id=2915864425
I had the opportunity to test Evolved while doing the mod highlights. It's a very interesting mod, I really like the ascension mechanics in particular. The mod is on my to do list, and just like Gigastructural Engineering it will receive its own video someday.
Does anyone know how I can get the Tetradimensional Engineering tech? I've researched almost every non-repeatable tech and it just never popped up. Also, how do I get Dark Matter Extraction?
Tetradimensional Engineering can be unlocked with the Gigastructural Constructs AP, it's in the video. Dark Matter Drawing can be unlocked if you have Tachyon Sensors, and a dark matter deposit within your territory.
Ancient Empire is on my list! Is it going to be in the next video? To be honest idk, I don't really have a particular method of choosing video topics, I just go for whatever I feel like doing the most at a moment lol
If it matters this late, all designs can be set/reset in the ship design menu in the fleet tab. The asteroid artillery after making a design and each one built you must go to the system it is in, click on the upgrade menu also you must set the special "upgrade points" on each one. Make sure you have game paused as you do that.
Yeah, only psionic, and genetic ascended empires get unique megastructures. Ngl I would love to see some megas exclusively for synths and cyborgs, that could be really interesting.
@@michael_stellaris Closest thing would be old versions where matrioshka brain provided strong buffs to robots (empire wide) making it way stronger for synths.
You can check the changelog in the gigas discord server, but overall they have mostly been improving/reworking already existing parts of the mod. For example the Frameworld is now available for all empires, the Psychic Hypersiphon has gotten a rework, and certain megastructures now have better models.
Ok so I noticed I've made several editing oopsies (the text callouts were the most difficult part as I had to type out everything manually lol) Let me know if you find any inaccuracies, i'll correct them here!
EDIT: I forgot to mention, all figures are taken straight from the code. The megastructure costs consist of summed up megastructure stages.
The numbers might be slightly different in your playthrough depending on what modifiers your empire has, as they affect the total cost, buildtime, cost, and upkeep. So treat them as a point of reference for what each megastructure needs, produces, etc.
---------------------------------------------- UPDATE 3.30 ---------------------------------------------------
- The output of the Matrioshka Brain has been reduced by 80%, and it no longer boosts research speed
- Virtual Reality Segments have been removed, eventually new uplink buildings will be added eventually, and they will introduce similar concepts to the uplinks
- Behemoth (and Gargantuan) ring worlds can now coexist with Matrioshka Brains (no O-stars)
- Iodizium Buildings had their stats changed
- Disabled the Penrose Ring and Interstellar Ring origins/techs
- The Kugelblitz is now considered a kilostructure, initially it stores only 25K resources, but it can be upgraded with mega/tetradimensional engineering adding more storage. It also has a new model, yay!
- The Silo now requires Citadels and Zero Point Energy, no longer needs mega-engineering
- Various other changes, the ones above are the most important imo. For the remaining ones check the changelog on steam, or the discord server.
----------------------------------------------------------------------------------------------------------------------
5:14 The Asteroid Manufactory has received an update. It's resource output now depends on asteroid type/resource deposit, meaning it might instead produce food, alloys, energy, or supertensiles. If you have a colony in the same system, you may construct a special building, which adds jobs dependent on the manufactory's type.
11:47 - I forgot to edit the text for the Fusion supressor. The megastructure can be built on any star, so ignore that.
12:40 once you dismantle it ofc
27:42 - It's supposed to say 1500 negative mass instead of 1200
29:16 The Virtual Consulate is replaced with different districts if you have different ethics not mentioned in it's description. For instance if you're authoritarian you get the Virtual Hell district
29:37 You can assemble new pops if you're a machine empire tho
32:00 Also if you destroy an owned system, the country will instantly declare war. NDBs no longer remove hyperlanes, this was changed in a recent update so I forgot to remove that part.
34:08 - forgor to add influence upkeep in the text callout
34:50 - *Computing
44:00 The Birch World also has a district for supertensiles if they're enabled
44:50 If the Katzen are not allowed to spawn, a Katzen fallen empire can spawn instead, which acts like a regular FE but is a bit stronger than them
can you go over some of the ship girl anime mods? Like:
Warship Girls R
Journey to Eternity
KDC Story pack
Azur Lane Stellaris DLC
I think that'd be pretty cool :D
Great video. One small mistake at 32:00, the Nicolla Dyson beam no longer destroys the hyperlanes when targeting the star. It was changed because the devs didn't like players completely cutting themselves off from the galaxy, or using it to 'contain' the crisis.
Little details you missed: you can’t grow pops on the matryoshka brain but you can BUILD them (thus I recommend machine empires or synthetically ascended if you don’t want to deal with relocation of your pops.)
What a shame, that was my favourite usage of the NDB lol
I missed that when I was updating the video I'll include this later, thanks!
Will add this in, thanks!
Bonus detail: if you have ACOT along with Gigastructres you can upgrade the birch world into a supermassive void birch sphere but it is very expensive (3 mil energy minerals 20 mil alloys 15 mil dark matter dark energy and 750 influence) of course you need ACOTS void sphere technology to get it.
How… how does this even work? Or this is ACOT magic?
I still find it funny how you'll run out of stuff to do waaay before you can even get all the resources for the void birch, there really needs to be a more end-game focused mod that can be added so there's actually reason for all these insane things. Maybe a late end-game crisis that has effects on all empires, requiring you to actually have that much resource production?
@@SwitchyWitch_ the blockats would be that with a good multiplyr to them. Though more end end game stuff would be nice
Seems like a supermassive structure that would be seen in the Doctor Who Expanded Universe or Xeelee Sequence.
It certainly does sound like a infrastructure feat requiring defying regular laws of physics.
@@thorshammer7883ACOT laughs at physics and GIGAs has 6th dimensional engineering
I already know everything about gigastructures. I just love how he covers mods!
Thank you, really appreciate it!
Same
Small heads up, the mod just got an update that reworks the Asteroid Manufactury which now makes it a Kilostructure and instead of directly producing Consumer Goods, it now gives a choice of special buildings based on the type of asteroid it was built on, which in turn grant 10 jobs and special bonuses if the colony it is built on is in the same system as the megastructure.
I'm aware, i'll add that to the pinned comment so people know
Supreme quality video as usual Michael:) I cannot even fathom playing without Gigastructures it's my must have mode for 6 years already
Thank you :D
Time to giga all over the engineering
Truly the mod of all time
Truly gigachad
the quality is insane big props wish I had this when I first started😢. Also thanks for the ACOT video it’s been helping me a LOT #1 source of info on the mod from my searching.
You're welcome, glad you found my videos helpful
The guide is thorough as hell and i love it!
Thank you, glad you found it helpful ❤️
awesome video - I have played this mod on and off during the years but it just keeps getting crazier... AND I LOVE IT
Sounds like alot of stuff I wouod imagine the Forerunners before the Forerunner-Flood war bulit their infrastructure to support their 3 million world nation. Such a large territory would need quite alot of logistics and every resource production and management.
Just remembered your channel and got back into stellaris great work!
Thank you ❤️
Wait until you hear about the upcoming Terrastructural Engineering mod
Wait until you hear about the one and only Petastructure.
Can never be to big.
I want to litteraly trow the entire Galaxy at the Blockkats
Is this a real thing? Can't find anything about it
I wonder if the infrastructure of the Interim Coalition of Governance from Xeelee Sequence is capable of building these massive Gigastructures and Terastructures like the Birch worlds and those other super massive black hole and solar system sized stations and the Qaesarcraft and weapons. One thing is for certain a birch world and a Qaesar weapon of supermassive black hole size and the durability to withstand such forces is beyond any faction in Warhammer 40k could even conceive of. The Birch World would be able to tank solar system destructive capacity attacks like rain on a mountain.
It's sometimes hard to believe the Stellarborne are able to easily massacre the Blokkats if they don't have the player problem solving mechanic of the Invincible dimension barrier. Then in comes a Qaesarcraft arriving to their system several times larger then the solar system itself with a beam width radius that expands in the Aus ranges casually. That premise alone would make for a good powerful sci fi novel franchise.
The mere computing and processing power behind some of these Gigastructures and Terastructures would have to be on a tier which is casually on par with the entirety of the Domain in the Halo books processing knowledge at a rate that would be like some of those insane overpowered tier characters you might see across various light novels.
With the Interim Coalition of Governance I can see even these Terastructures being difficult to construct and replicate even with a trillion world empire of resources.
You could explore the 40k lore a bit more. There are structures out there which can match those in this mod, like the Eldar Webway(intra-galactic travel in hours via dimensional tunnels), the Necron Celestial Orrery (can move or blow up stars and planets at will) and the C'tan Breath of Gods (create or destroy stars) and Outsider's Dyson sphere. The Dark Gods have psychic powers of similar powers (Warp rifts, Warp Storms which can shift entire galactic sectors in time or space, the Eye of Terror, the Great Rift...even the Orks can make Attack Moons. The Imperium of Man is far behind by a few millions years of tech development, and they are also regressing every day, but at least the Votann AIs in the galactic core still remember how to mine black holes and strip-mine stars (often alongside the locals living there...like any proper paper-clip machine.)
@@andrew3203
Those are outliers not the rule. Warp storms shouldn't really count in the way you might be thinking in weaponized deployment sense that is manufactured. Practically let's look at it like this. Dyson Spheres are not that impressive in this Stellaris mod. The Webway is not exactly a terastructure in itself physically like Stellaris Terastructures and Gigastructures are built. It was through unknown Warp methods by the Old Ones but we don't really know what it's weapon applications could have been. The Celestial Orrery effects also takes a lot time it's effects to be noticeable but they are not instantiation like most Stellaris Gigastructural weaponry are. And the Breathe of the gods the galaxy destroying super weapon that needs a C'Tan to power it is now gone and there is no current way to build one.
The Necrons at the moment don't have the capacity, manpower, infrastructure, and the needed resources and assets required to build structures like those for at least a very long time even if they awoken the rest of the dynasties. Krorks may have built attack moons and been military geniuses however we don't know much about what their combat fields and efficiency was like in the War In Heaven and the methods they used to build such things. By the late endgame of the Gigastrucural mod Attack Moons are pretty weak and easily get destroyed so the lore needs to show more of what Krorks are capable of because in this comparison the Krorks need to show they can build something on the tier of the endgame Gigastructural ships.
Putting it into perspective the potential of the industrial and manufacturing might that Stellaris Gigastructure nations have showed is to such speeds and rapid deployment that the Necrons and Eldar would quite literally need everything they had at their absolute peaks of power with quintillions of population to even hope of keeping with such intense industrial output and production if they were to go head to head pound to pound. Even the Forerunners in Halo too even with their adaptive technological flexibility.
@andrew3203 not even close any of that. 40k deals with just a single galaxy.
5:20 there are plans to overhaul the asteroid manufactory to produce all sorts of resources, I'm not so sure exactly how it work but apparently planets are involved
Oh yeah i've seen the teasers on the gigas server. Basically the asteroid manufactory will change it's resource output based on the asteroid type/resource deposit. New buildings will also be involved, but idk if TTFT explained how they will work yet. Once the new update comes out, i'll include that in the pinned comment
0:00 Intro
0:27 Kilostructures
• 0:27 Kilostructures Introduction
• 0:44 Science Kilostructures
• 1:44 Terraforming Kilostructures
○ 1:47 Dynamic Core Igniter
○ 2:14 Atmospheric Purifier
○ 2:28 Macroatmospheric Stabilizer
○ 3:01 Geothermal Stabilizer
○ 3:06 Global Land Unification Engine (G.L.U.E.)
• 3:25 Habitable Kilostructures
○ 3:28 Orbital Elysium
○ 4:38 Orbital Arcology
• 5:08 Asteroid Kilostructures
○ 5:08 Asteroid Manufactory
○ 5:26 Asteroid Artillery
6:16 Megastructures
• 6:16 Megastructures Introduction
• 6:51 Resource Megastructures
○ 6:57 Neutronium Gigaforge
○ 7:24 Yggdrasil Orchid Complex
○ 8:11 Star Lifter
○ 8:40 Crystal Megabore
○ 9:17 Automated Stripmine
○ 9:59 Superatmospheric Umbegaseous Collecto-Condenser (S.U.C.C.)
○ 10:42 Containment Silo
• 11:05 Dysonic Megastructures
○ 11:09 Substellar Compressor
○ 11:46 Fusion Suppressor
○ 12:42 Penrose Sphere
● 13:37 Penrose Sphere Ringworld
• 14:03 Habitable Megastructures
○ 14:05 Titanic Ringworld
○ 14:28 Interstellar Habitats
○ 15:00 Interstellar Ringworld
○ 15:15 Planetary Computer
○ 15:58 Lunar Speculorefractor
• 16:40 Military Megastructures
○ 16:47 Maginot World
○ 18:33 Equatorial Shipyard
○ 19:06 Orbital Bastion
○ 19:34 Planetary Dockyard
● 19:52 Planetary Drive Yard
● 20:06 Planetary Defense Nexus
○ 20:35 Attack Moon
• 21:27 Ascension Megastructures
○ 21:30 B.I.G. Vat
○ 21:57 Psionic Beacon
○ 22:46 Psychic Hypersiphon
23:44 Event Horizon Offset Facility
27:52 Gigastructures
• 27:52 Gigastructures Introduction
• 28:26 Unlocked Low-Tier Gigastructures
○ 28:26 Matrioska Brain
○ 29:42 Behemoth Ringworld
○ 30:08 Gargantuan Ringworld
○ 30:40 HRAE-MC
• 31:01 Remaining Low-Tier Gigastructures
○ 31:01 Nicoll-Dyson Beam
○ 32:24 Behemoth Planetcraft
○ 33:15 Nidaveller Hyperforge
○ 33:47 Hyperstructural Assembly Yard
• 34:17 High-Tier Gigastructures
○ 34:20 Alderson Disk
○ 35:35 Lunar Macrofabricator
○ 36:28 Behemoth Assembly Plant
○ 36:55 Stellar Systemcraft
38:07 Terastructures
• 38:07 Terastructures Introduction
• 38:17 Galactic Core
• 38:35 Birch World
• 40:21 Quasi-Stellar Obliterator
41:55 Miscellaneous Megastructures
• 41:55 Naturally Generated Megastructures
• 42:03 Frameworld
43:09 Other Features
• 43:09 Star Size Number Variation
• 43:45 Megastructure Cap
• 44:27 Wreckages
• 44:37 Fallen Empire Megastructures
• 44:54 Achievements
• 45:01 Configurability
45:10 Outro
You can also use chapters for navigating the video btw
@@michael_stellaris Thanks for reminding me about this video.
*I'm not done.*
@@michael_stellaris
Now I'm done.
Ok, I have had gigastructures installed for a while now, but I had never known about that EHOF chain, I had thought it was just a version of the quantum catapult before the dev's put that in. I will definitely try that out next time. Thank you for the info!
Yeah the EHOF is a really neat megastructure, with a ton of cool features!
Wow, I've been watching your channel for a while, your a very under rated mod reviewer. Keep it up! =]
I sure will! Glad you enjoy my content :D
The fallen empire awakened and basically tanked the Aeternum for the galaxy. This is bad news because now we don't have enough Aeternum Intel to break down their shield and finish them off.
So. Happy to see another mod review. This mod is quite astonishing to be honest
15:25 if only there was a way to make computer world create ACOT’s “Master Librarians”
mods.
Or just change the profile yourself.
Good lawd, It's finally here. You did it!
And that's just the first half of the entire thing :D
Wow, didnt know you could ignite a gas giant
Yeah it's a pretty neat feature! Especially when luck is on your side, and you get a Lifeless Habitable World
in the solar system you can set Jupiter on fire - which will give 4 small planets from Galilean satellites . I’m not sure that this is necessary in principle because in fashion it’s always easier to build megastructures.
Another essential mod for my playthroughs these days.
The kuglebliz containment silo is useless fpr storage, the mod also adds a building called deep storage facility which you can build on some habitable megastructures like ringwolrds thsth gives 37500 storage and you can just spam them in all building slots
Awesome review I can’t wait to see what other mods you will review.
Kinda wish asteroid ships were a thing as an in-between regular ships and the attack moons.
On the hyperweapons:
Nicoll-Dyson may shoot any system but has a long cooldown. It's mostly useful as a first strike capability against a system where the enemy keeps their fleets. (I've also caught FE fleets like this; their capital is protected against hyperweapons, but the second they step outside, boom)
Quasi-Stellar Obliterator needs resources to shoot (which is trivial), but has no cooldown, lol. As long as you can place target beacons, it's up to you to blow up the whole galaxy. Thank God they have at least this requirement for beacons otherwise building this would be an autowin. (When galaxy declares on you, it's not challenging, as you can blow up your own border systems to destroy hyperlanes.)
QSO also works as a first strike: if you have open borders with the target while at peace, you can schedule a strike ar any star cluster or a bunch of any individual stars with target beacons, before you declare war. Hopefully you don't need to be told how absurd this is. (At war the ability to place beacons is affected by enemy FTL blockers, so typically you can directly target something that your construction ship can pathfind for, and you can't target a system with colonies if you've just captured the starbase but planets have FTL inhibitor.)
The saddest part, you can only build one of each, and hyperweapons can't target other hyperweapons. I wanted to play a asort of nuclear deterrent scenario in multiplayer, where me and friends would keep building NDBs to be able to shoot down enemy NDBs emulating how nuclear escalation worked in the Cold War. Sadly you don't get it, although still if your enemy also has an NDB it brings a cool dynamic.
This is masterpiece, please make a another video about play with these mods together. Like acot etc
This video finally happened?
*"I've been looking forward to this."*
Yup, it did, and i'm already working on the second part about the crises!
I didnt realize this was a stellaris mod when i added this to my play later list..
Give the frame world to a AI-Machine empire and make them a driven assimilator then you get the Borg
Wonderfully done
For the algorithm
Thank you ❤️
the pinrose ringworld is great for setting up a defense against L-gates
Is there a way to learn how supertensile materials exactly work? I only enabled them once because I thought the idea was interesting but it became a source of headache because I couldn't understand how it worked, I had +200 surplus per month at some point but the stored amount was always 0, and there was almost no increase in the megastructure build speed even with added modifiers from traditions and edicts. Also having to manage another layer of job based resources ended up being another layer of the micromanagement hell
Gonna use this for sure thank you!
Usually when giga structures become relevant, I start a new game.
It's a great mod, but far beyond the scope of the game to the point of being silly.
Regarding the Frame World, is there any way to tell what income you'll get from building a planetary outpost? I tried a quick game just to experiment with the start before a "serious" run, and they were just giving like 2 energy/minerals/food with a 4 energy upkeep. It would be nice to know ahead of time what I'll get out of it so I can prioritize which planets to build outposts on.
I don't think there's a way to do this. Besides, planetary outposts are not meant to produce tons of resources, since you literally have a world with infinite districts.
@@michael_stellaris Okay. I thought they were supposed to be important since the situation log entries for Frame World make a big deal about them, and making planetary outposts increases your empire size. That last one especially seemed like an indicator that they were meant to provide significant bonuses, worth sacrificing your small empire size for. If they're not really important then I'll just focus on harvesting asteroids to increase my district count.
@@Shenaldrac It looks like they increase pop growth speed on the frame world from my experience.
Fantastic video. Thank you very much
You're welcome!
The madlad finaly did it
Yup, and after that i'll begin working on the second part about the crises!
@@michael_stellarisi am more into the "secret beyond" crisis
The one that the mod tell you "Don't or you die"
Very helpful! Thank you much!
You're welcome :D
Question: i have been trying to research the Big Vat but even though i have all the requirements it hasnt appeared yet. Is it very rare or do i need to also kill a leviathan to het the option? Kinda desperate
Yeah it's a rare technology, so perhaps you're not very lucky. Also you don't need to kill a leviathan to obtain it. You only have to do this if you wish to assemble a leviathan with the Vat.
Thanks👍
I currently have gotten 5 of the repeatable biology technologies after a reroll twice so I hope Il get it soon
There is a way to return from the Wormhole-Cohesive systems: Jump Drives. While you can't go into it with them, you CAN get out of it with them.
Wait what, I don't remember that being possible
@@michael_stellaris I do it regularly. Unlock the jump drives, equip them to your ships, then get a science ship or construction ship into a Wormhole-cohesive system, and then use the jump drive to try and navigate back to the main galaxy. Sure, you'll have the normal "range" of a jump drive to the edge of the galaxy, but it still works flawlessly for getting out of the Wormhole-Cohesive cluster before you unlock the ability to open up primordial pillars with research or to open up micro-wormholes to previous destinations with the higher tiers of EHOF. It even works with military ships.
What is the ship that fades in at 37:00?
That is the Gargantuan Quasarcraft. It's not in gigastructural engineering, you can get it with this submod steamcommunity.com/sharedfiles/filedetails/?id=2915864425
Thanks for this man
at the planet systemcraft part what mod is the “other mods”
It's the Gargantuan Quasarcraft mod
Lets gooo
Hope you enjoy the video ^^
The king has returned
By far it was the longest break I've took, but I've returned!
How do you get tetradimensional engineering? Is it a rng thing or like the dark matter tech do you have to attack a fallen empire for it
Take the Gigastructural Constructs AP
🙌Yes found it thanks
Im curious about your thoughts on the stellaris evolved mod. Personally its one of my favorites but dont see it talked about too much
I had the opportunity to test Evolved while doing the mod highlights. It's a very interesting mod, I really like the ascension mechanics in particular. The mod is on my to do list, and just like Gigastructural Engineering it will receive its own video someday.
Do you know how much fleet power you need to defeat the stellar eradicator? I tried with a 80k fleet and it totally wrecked my fleet
Does anyone know how I can get the Tetradimensional Engineering tech? I've researched almost every non-repeatable tech and it just never popped up. Also, how do I get Dark Matter Extraction?
Tetradimensional Engineering can be unlocked with the Gigastructural Constructs AP, it's in the video. Dark Matter Drawing can be unlocked if you have Tachyon Sensors, and a dark matter deposit within your territory.
@@michael_stellaris Thanks!
Where do you get planetary mass? I think its from gigastructures but i have an assembly uard for mooncrafts but it needs 6.3 planetary mass to make
It's mentioned in the video. You can harvest planetary mass from rocky planets using a decision.
I lost it at S.U.C.C.
Do I need DLCs for this mod to work? I for example only ever heard of bulwarks in the context of DLCs.
You need Utopia, that's the DLC which intoduces megastructures, without it a lot of features will be gone. About the other ones, I have no idea
@@michael_stellaris My wallet :/
It is time.
YUP!
Am i the only one that wishes you could use the planetary attack craft and attack moons to just steal stuff and add them to your own systems
You ain't alone
I hope you'll do a mod showcase on Sparble's Stellar Hyperconstructs.
Sounds like an interesting mod, will add it to my list!
36:58 Quasarcraft jumpscare
Iv installed the mod on steam workshop but none of the structures are showing up
That's strange. Have you added the mod to your playset?
@michael_stellaris as far as I can tell yes, but I don't see any of the new APs or the origins
Well then I'm afraid I can't help you :/
Maybe you should visit the Giga's discord server, and see if they help you out.
For your next video do you think you can do the mod ancient empire 1.8?
Ancient Empire is on my list! Is it going to be in the next video? To be honest idk, I don't really have a particular method of choosing video topics, I just go for whatever I feel like doing the most at a moment lol
@@michael_stellaris I cant wait to see you cover it!!
im trying to get into it but there is so much on it that confuses me
After i get the manufacturing asteroid. I replace all my consumer good worlds with them and change all of them to alloys
Amaizing
Thanks :D
Anyone know how to change what ship design maginot worlds and asteroid artillery use?
If it matters this late, all designs can be set/reset in the ship design menu in the fleet tab. The asteroid artillery after making a design and each one built you must go to the system it is in, click on the upgrade menu also you must set the special "upgrade points" on each one. Make sure you have game paused as you do that.
When the 3.12 version will be available?
It's still being worked on, you can check the progress in Giga's discord server.
it's a shame i can't use this mod with real space and system scale. It's just so sad nobody is working on a new patch
You can use it with Real Space, but the System Scale submod will break things unfortunately :/
So there are no synth based structures then?
Yeah, only psionic, and genetic ascended empires get unique megastructures. Ngl I would love to see some megas exclusively for synths and cyborgs, that could be really interesting.
@@michael_stellaris Closest thing would be old versions where matrioshka brain provided strong buffs to robots (empire wide) making it way stronger for synths.
Nice
Can you post a link so I can find the mod please.
It's the most popular mod for stellaris, just google it.
@@michael_stellaris okay thanks for the video its very interesting. I'm new to moding but not the game as I played it a lot of it on console
So how do I make them?
Watch the video :D
@@michael_stellaris I did
i wish the frame world was a proper frame world around the black hole and not one just on top of it, doesnt look very machine-like in my opinion
Why my EHOF is invisible?
You should head over to Giga's discord server to find more information, or submit a bug report there
Someone just tell me if they added anything new in the last 6 months
You can check the changelog in the gigas discord server, but overall they have mostly been improving/reworking already existing parts of the mod. For example the Frameworld is now available for all empires, the Psychic Hypersiphon has gotten a rework, and certain megastructures now have better models.
Name of the mod plz
It's in the title
thanks
@@michael_stellaris
WH40K on crack
:> D