For some reason the Stargate Activator and Beacon get destroyed 1 turn after they have been built. They do seam to work, when a fleet arrives in just the right time though.
This is deliberate. Since there is no way to activate the stargate via the UI, they need to be activated with separate buildings. If they stuck around, that would mess up all future attempts to send ships anywhere via stargate.
I think the RPs,PPs and research/built times are way too high as well.
This is related to the idea of buildings being super rare and expensive. If every building was to go on every colony, like in MoO2, then yes, the build costs are absurdly high. However, buildings are rare. The decision to make one is important, and the effects of having such a building are significant. The build cost and time should be comparably significant. Also, I think you may be testing these buildings in a rather small empire? I recently played a test game in an 80 star galaxy, planet density on medium (using the previous version of the content files, not this one) and by the time I had populated most of the galaxy, my production and research per turn were well over 5000. Even with the maximum number of players, some of the larger empires are going to get to that level well before the end of the game in a 500 star galaxy. In order to keep late game buildings costly in the late game, build costs have to be very high.
Also, research costs for theories aren't much higher than a tech at a comparable level in MoO2. I think having these increased build costs and build times will end up enhancing playability in a multiplayer setting. Previously, I found that it was possible to research the entire tech tree far too quickly. Just doubling the research costs from one tech level to the next doesn't adequately represent the level of development which should be necessary for reaching the next tech level, IMO.
I didn't research the Stargates by the way, I've just made them available using the preunlocked_items.txt.
Stargates take a while to get to, because the ability to instantaneously move ships between two points enables very powerful strategies. I don't believe its a mistake to make them expensive in terms of build cost and research cost.
Thanks for commenting. You've probably noticed that a lot of the buildings are activated by specific focus settings, or by separate cheap buildings. There obviously needs to be a better way to do this, and some discussion on this topic is probably in order at some point.