Stellaris

Stellaris

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Stoinker666 Dec 28, 2018 @ 2:19pm
I don't get megastructures...
I mean they're great and all, I've built them in playthroughs before, but by the time you finally get the Megastrcture tech the games almost over anyway. And that is as materialist reseach focused empire.

By the time the sience nexus is finally maxed out all that is left to research is the repeatable endgame tech. I built a dyson sphere that I didn't need cuz I was swimming in energy anyway. Gateways are quite usefull (if you'd get them before 2400).
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Showing 1-15 of 32 comments
pete3great Dec 28, 2018 @ 2:24pm 
The advantage of Megastructures is if you get hemmed in early game and need to build tall. That's the way I use them, at least.
tomasoltis (Banned) Dec 28, 2018 @ 2:25pm 
and to build them relatively fast, you need various techs or perk like master mason, sorry, builders :D
CureAga Wine Dec 28, 2018 @ 2:26pm 
Repeatable tech can snowball pretty big tho.
tomasoltis (Banned) Dec 28, 2018 @ 2:27pm 
also, engineering is the slowest tech of them all, in general if you start with species with 15% in engineering, you will generally have the same output as in other non-bonus research fields. If they built faster, not need living metal that you cant buy, unity edicts in the late game, moster bilders ... they take forever and many of them arent even really worth it.
Last edited by tomasoltis; Dec 28, 2018 @ 2:29pm
Holylin Dec 28, 2018 @ 2:30pm 
I agree, that they come quite late in the game. Ususally by this point I have lready researched everything and only have the repeatable tech and by this point, I don't really need them.
Also the limitation of building only one at a given point is just meh.

Maybe they should introduce an earlyer version of this and make it more upgradeable the higher you get in the tech tree. And also scale it accordingly.
pete3great Dec 28, 2018 @ 2:32pm 
I think the problem is, with all the knew research options and the changes to unity, Paradox may need to take a look at the pacing of the game and do some rebalancing.
Captain Conundrum Dec 28, 2018 @ 2:54pm 
The new 2.2 update seems to mostly make three science nexus obsolete. The amount of science that it gives really isn't that much right new, especially if you pay as a megacorp and buy all your consumer goods on the market so that the building slots can be focused on research
Barser Dec 28, 2018 @ 3:20pm 
You have a point. I have been thinking the same. It is a shame that they dont really have any impact in but a few games it seems.
BR-Alexandre Dec 28, 2018 @ 5:54pm 
I don't think the science nexus is obsolete ... +900 (300 at each field) research on top of +15% research speed, can get extra 150 (50 at each field) research for an astec sacrifice and no consumer goods cost?

On its own, you'd just compare it to a well developed planet (and not even that strongly developed, since a full research planet can go over 1000 in each field) but you have to consider it require very little upkeep (100 energy vs 60 consumer goods + 30 food + 30 amenities + 30 housing + some exotic gases and lab energy maintennance), does NOT increase administrative cap and does NOT require a habitable planet.*EDIT: changed the pop upkeep values.

Hell, even when building it there are advantages, you'd make a decent alloy production to sustain a war, build up your fleets but instead scrapping the factories, just keep running them. Use the "extra" to build it rather than permanently dedicate an entire planet to that research.

The 2.2 patch made the Dyson sphere somewhat obsolete (it still has uses but hell, its far easier to get 2k trade than build one, plus you need to generate amenities in the planets) but still a great boost to one's economy.

A single ringwolrd segment without repeatable techs can already produce that amount of energy via generator districts alone. Its not the best idea, but is a possibility. Similarly, the sphere takes no maintennance while the ringworld pops do need a LOT, but hey, you still got 3 other sections to do whatever you want - make 1 energy, 1 food and whatever your heart desires on the other 2, takes less resources to setup.

The new megatructure that makes minerals? Now, thats godlike. The new megastructure that adds opinion? Booo.
Last edited by BR-Alexandre; Dec 28, 2018 @ 5:57pm
TwoTonTuna Dec 28, 2018 @ 6:52pm 
Originally posted by BR-Alexandre:
The new megatructure that makes minerals? Now, thats godlike. The new megastructure that adds opinion? Booo.
It also boots immigration pull (100% at max). Your pop growth will skyrocket when stacked with amenities bonus, xeno-compatibility, a resort world, and multiple immigration treaties--perfect for filling up ringworlds and ecumenopoli.
Sabaithal Dec 28, 2018 @ 6:58pm 
Some of them megastructures are OPAF, others are kind of useless. The matter decompressor is OP if you need minerals, same with the Dyson sphere if you need energy. The science nexus is kinda useless, as I alreayd have worlds generating as much output as one science nexus (And you can only build one). Ringworlds are also kinda useless unless you are a megacorp or a machine empire, simple because they are basically giant planets with no mineral resources.
tracker947.gv Dec 28, 2018 @ 7:16pm 
I love Megastructures. Sure you don't really need them in most circumstances, but they let you snowball hard. I usually begin digging into them with a Dyson Sphere in the early to mid 2300s if I get a good enough start, and they do help *immensely* if you are playing a more constricted tall empire. Otherwise... not so much. I would say the Science Nexus is immensely useful personally, just because the repeatables are very strong.
Last edited by tracker947.gv; Dec 28, 2018 @ 7:17pm
Crim Dec 28, 2018 @ 8:22pm 
That has always been their problem

Too late game to matter

Which is why Habitat is the only one that has ever been good
Because its the only one thats actually reachable in the mid game
Stoinker666 Dec 29, 2018 @ 5:20am 
Originally posted by tracker947.gv:
I usually begin digging into them with a Dyson Sphere in the early to mid 2300s

How the f*ck?? Mega engenering tech never shows up for me before 2400-2450, even if I specifically go for it...
This PC Dec 29, 2018 @ 5:25am 
Hum, yeah.. With 1.75x tech cost, I usually have my first matter decompressor by year 2400. Easily. ^^ My end-game is year 2500-2600 or so at that tech cost.

Thing is, everyone underestimates research and thinks they can get by with 3-4 labs, where I have like 3 entire planets dedicated to it and more and science ships assisting research on them.

(I never play materialistic or even get anything that gives me research bonuses)
Last edited by This PC; Dec 29, 2018 @ 5:29am
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Date Posted: Dec 28, 2018 @ 2:19pm
Posts: 32