The preliminary habitat update of v3.99.4 makes habitats play very strangely.
Void dwellers suffer immensely under the tier 4 tech requirement to unlock additional zones, this should be reduced to a tier 2 tech for this origin specifically. Ceramo-metal infrastructure is a good candidate tech. The final zone can be locked behind the guaranteed habitat expansion tech in my opinion, it is a good challenge and further motivation to start to research it early.
The changes to orbital and district caps being dependent on total system deposit feels amazing, though total districts should probably be equivalent to total deposits for better intuition (guaranteed void dweller systems should be nerfed for this). There is one exception.
Capped research districts on habitats have no place in 4.0, where the main source of researchers is now uncapped city districts. But science deposits should still be relevant.
My suggestion is to allow research zones in habitation districts, with a twist. They should provide less researcher jobs per district than regular planets, but each science deposit in the system should increase this amount until they provide more jobs than planet-bound research zones at, say, 6+ total deposits. This makes location important, but doesn't provide such a hard cap to science production on habitats.
As an example, a current research zone provides 90 researcher jobs per district on a planet. A habitat research zone could provide 60 and an additional 6 per science deposit. That makes for an even 90 at 5 total deposits and 120 if you can find a very good system with 10 total deposits.
Without research districts, what to put in that UI slot then? Perhaps a refinery district with zones that define the type of strategic resource that gets produced, that's a job habitats are traditionally good at. Or you have an opportunity to do something wild, like shipyard districts that have jobs that increase ship build speed. Or gun batteries that give habitats fleet power for that khan feel.
(Personally I wouldn't say no to seeing trade districts return, but they're well-represented via the trade zone already.)
Void dwellers suffer immensely under the tier 4 tech requirement to unlock additional zones, this should be reduced to a tier 2 tech for this origin specifically. Ceramo-metal infrastructure is a good candidate tech. The final zone can be locked behind the guaranteed habitat expansion tech in my opinion, it is a good challenge and further motivation to start to research it early.
The changes to orbital and district caps being dependent on total system deposit feels amazing, though total districts should probably be equivalent to total deposits for better intuition (guaranteed void dweller systems should be nerfed for this). There is one exception.
Capped research districts on habitats have no place in 4.0, where the main source of researchers is now uncapped city districts. But science deposits should still be relevant.
My suggestion is to allow research zones in habitation districts, with a twist. They should provide less researcher jobs per district than regular planets, but each science deposit in the system should increase this amount until they provide more jobs than planet-bound research zones at, say, 6+ total deposits. This makes location important, but doesn't provide such a hard cap to science production on habitats.
As an example, a current research zone provides 90 researcher jobs per district on a planet. A habitat research zone could provide 60 and an additional 6 per science deposit. That makes for an even 90 at 5 total deposits and 120 if you can find a very good system with 10 total deposits.
Without research districts, what to put in that UI slot then? Perhaps a refinery district with zones that define the type of strategic resource that gets produced, that's a job habitats are traditionally good at. Or you have an opportunity to do something wild, like shipyard districts that have jobs that increase ship build speed. Or gun batteries that give habitats fleet power for that khan feel.
(Personally I wouldn't say no to seeing trade districts return, but they're well-represented via the trade zone already.)