Stellaris: Nemesis - How To Destroy The Galaxy (2024)

Quick Links

  • How To Unlock Menace

  • How To Gain Menace And Increase Crisis Level

  • Menacing Ships

  • The Aetherophasic Engine

  • Star Eaters

Stellaris' Endgame Crises are some of the game's greatest challenges. If you've had your fill of fending off galactic invasions from the Contingency, the Unbidden, or the Prethoryn, the Nemesis DLC lets you try something different. By choosing the Become The Crisis Ascension Perk, you can start down the path to constructing a doomsday weapon and destroying the entire galaxy yourself.

Related: Stellaris: How To Defeat The Unbidden

Becoming the Crisis means the entire galaxy will turn against you. If you're up to the challenge, read on to learn how you can become an interstellar supervillain and the greatest menace in the galaxy.

How To Unlock Menace

Once you've completed three or more Tradition trees, an Ascension Perk will become available to Become The Crisis. This perk requires the Nemesis DLC, and your empire must be sufficiently malignant to even consider it.

Become The Crisis cannot be chosen if your empire has the Xenophile or Pacifist Ethics, or if you are the subject of another empire. You also cannot choose Become The Crisis if you are the Galactic Custodian or Emperor, though you can take it before being appointed to either title. Lastly, Rogue Servitors and Corporations can never choose to destroy the galaxy.

Once you've taken this Ascension Perk, you'll unlock a new resource called Menace. You can check your current Menace and its effects in the Crisis Tab of the Society Management window (the same one you use for Traditions and Relics). Menace represents the level of fear and despair you've created throughout the galaxy, a necessary step in building enough resonance with the Shroud to power the Aetherophasic Engine.

When your Menace reaches a specific threshold, and you've completed the required special project, your Crisis Level will increase. Each Crisis Level gives you powerful bonuses but inflicts a permanent Opinion penalty with every other empire in the game. Be sure to time your projects so that you're able to deal with more and more empires turning against you.

How To Gain Menace And Increase Crisis Level

Stellaris: Nemesis - How To Destroy The Galaxy (2)

Specific actions - typically aggressive and belligerent ones - will cause your empire to gain Menace. The exact amount gained depends on the number of empires in the galaxy at the start of the game. The more empires are present, the less Menace you'll gain overall. This means that a larger, more populated galaxy will be harder to destroy than a smaller one. The base Menace gain for each action is reduced by twenty percent for every six starting empires in the galaxy.

Sources Of Menace

Base Menace Gained

Awarded For

15

  • Every ship or starbase destroyed by your fleets.
  • Every pop purged or assimilated by you.

50

  • Every year a vassal remains under your control.
  • Every espionage operation performed by your spies.

250

  • Every year your empire is in breach of Galactic Law.

500

  • Every empire destroyed or vassalized by you.
  • Every planet destroyed by you.

750

  • Every planet conquered by your armies.

The special project required to advance to the next Crisis Level is available even if you don't yet have the required Menace. Completing it ahead of time means that your Crisis Level will increase the moment you have enough Menace, whether you're ready or not. For this reason, it's best to save the project until you're ready to advance, especially for Crisis Level Five.

Crisis Levels

Crisis Level

Menace

Research Cost

Effects

1

N/A (unlocked when the Ascension Perk is taken)

  • Unlocks Imposed Inclusion and Existential Expulsion casus belli.
  • Empires are more likely to agree to vassalization.
  • Allows Purge policy even if it would otherwise not be allowed.
  • Pops are purged six times faster.

2

1000

3000 Society

  • All empires get -40 Opinion against you.
  • Unlocks Menacing Corvette designs.
  • Gain War Exhaustion at one-quarter the normal speed.
  • Your ships deal thirty percent more damage to Starbases.

3

2000

6000 Physics

  • All empires get -80 Opinion against you.
  • Unlocks Menacing Destroyer designs.
  • Menacing Corvettes gain +15 Evasion.
  • Menacing Corvettes are fifty percent more likely to successfully disengage.
  • All ships are built fifty percent faster.
  • Allows Armageddon bombardment even if it would otherwise not be allowed.
  • Orbital bombardment deals twenty percent more damage to defending armies.

4

5000

12000 Society

  • All empires get -120 Opinion against you.
  • Unlocks Menacing Cruiser designs.
  • Menacing Destroyers gain +30 Tracking.
  • All ships deal fifty percent more damage.

5

10000

20000 Engineering

  • All empires get -200 Opinion against you.
  • All empires break their alliances and pacts with you (except vassals).
  • You are kicked out of your Federation.
  • You are kicked out of the Galactic Community or Imperium.
  • The Galactic Community or Imperium immediately declares war on you.
  • Menacing Cruisers gain thirty percent more Hull Points.
  • Ship Upkeep is reduced by thirty percent.
  • Allows construction of Star Eaters.
  • Your Dark Matter storage capacity increases by two hundred thousand.

Related: Stellaris: How To Defeat The Contingency

Menacing Ships

Stellaris: Nemesis - How To Destroy The Galaxy (3)

Increasing your Crisis Level unlocks Menacing ship designs. While these ships aren't technically more powerful than their normal cousins (at first), they do have alternate patterns available that can allow them to punch above their usual weight.

Once you've attained a Crisis Level of three or higher, your Menacing ships will also gain powerful bonuses that effectively render non-Menacing ships obsolete. It's best to start converting your fleets as soon as each Menacing design becomes available.

Related: Stellaris: How Does Space Combat Work?

The Aetherophasic Engine

Stellaris: Nemesis - How To Destroy The Galaxy (4)

The ultimate goal of becoming the Crisis is to construct and activate the Aetherophasic Engine. This doomsday weapon is designed to merge reality with the Shroud, theoretically allowing your empire to ascend to a higher plane of existence at the cost of destroying the galaxy (and possibly the universe).

When you reach the fifth and final Crisis level, construction on the Aetherophasic Engine will begin in your capital system. If possible, it might be worth relocating your capital to the most defensible system in your empire before taking the final step. You'll also receive two free Star Eaters to help harvest the enormous quantity of Dark Matter you'll need to finish the superweapon.

The Aetherophasic Engine is constructed in five stages; each takes ten years to complete so destroying the galaxy will take an absolute minimum of fifty years from the point you reach the highest Crisis Level.

Multiple empires can Become The Crisis and there can be several Aetherophasic Engines under construction at the same time. Taking a rival system that contains an under-construction doomsday weapon allows you to harvest its Dark Matter for your own purposes!

If the system containing the Aetherophasic Engine is conquered, it will be ruined, and you'll need to fix it after retaking the system before you can continue construction.

Aetherophasic Engine Construction Stages

Stage

Dark Matter Cost

Effects (Non-Stacking)

1

0 (automatically reached upon attaining Crisis Level 5)

  • Generates an additional 100 Energy and 250 Minerals per month.
  • +100 Naval Capacity.

2

20000

  • Generates an additional 200 Energy and 500 Minerals per month.
  • +150 Naval Capacity.

3

30000

  • Generates an additional 400 Energy and 1000 Minerals per month.
  • +200 Naval Capacity.
  • -1000 Opinion with all empires.
  • Spawns hostile Shroud Avatars in your territory.

4

40000

  • Generates an additional 800 Energy and 2000 Minerals per month.
  • +250 Naval Capacity.
  • -1000 Opinion with all empires.
  • Spawns hostile Shroud Avatars in your territory.
  • Kills a maximum of six pops and two leaders if they have the Psychic or Psionic traits.

5

50000

  • Destroys the galaxy, ending the game.
  • Unlocks the Big Red Button Achievement / Trophy.

Related: Stellaris: How To Defeat The Prethoryn Scourge

Star Eaters

Stellaris: Nemesis - How To Destroy The Galaxy (5)

Star Eaters are ships that can destroy stars the same way a Core Cracker destroys planets. Upon successfully destroying a star, the system will become uninhabitable, and you'll gain a large quantity of Dark Matter. Keeping your Star Eaters active and firing is essential for completing the Aetherophasic Engine.

Next: Stellaris: Psionic Ascension Guide

Stellaris: Nemesis - How To Destroy The Galaxy (2024)
Top Articles
Latest Posts
Article information

Author: Chrissy Homenick

Last Updated:

Views: 6267

Rating: 4.3 / 5 (74 voted)

Reviews: 89% of readers found this page helpful

Author information

Name: Chrissy Homenick

Birthday: 2001-10-22

Address: 611 Kuhn Oval, Feltonbury, NY 02783-3818

Phone: +96619177651654

Job: Mining Representative

Hobby: amateur radio, Sculling, Knife making, Gardening, Watching movies, Gunsmithing, Video gaming

Introduction: My name is Chrissy Homenick, I am a tender, funny, determined, tender, glorious, fancy, enthusiastic person who loves writing and wants to share my knowledge and understanding with you.