Habitat not worth it in 2.2

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Pragmatic

Captain
64 Badges
Dec 8, 2018
337
1
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Stellaris
  • Stellaris: Galaxy Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Stellaris: Federations
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Lithoids
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Europa Universalis III Complete
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
They aren't useless, but honestly, I don't feel they are worth a whole ascension perk just to unlock them.

(Novice speaking.)

There are a lot of perks that aren't worth it in the late game. Perhaps this is an early-game perk?

Others have mentioned they're good for immigration push, for refineries, and for early alloy/consumer goods production. Also for border protection.
 

Cynoid

Corporal
58 Badges
Dec 12, 2018
36
69
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Victoria 2
  • Battle for Bosporus
  • Crusader Kings III
  • War of the Roses
  • Cities: Skylines
  • Stellaris: Federations
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
It's not really an early-game perk, conseidering you need the "Star Fortress" tech. It's unlikely that you'll be able to unlock Habitats before your 3rd perk (even with a Mecanist/Technocracy tech-heavy build).
 

WhapXI

Captain
88 Badges
Sep 7, 2012
492
50
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis III
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Prison Architect
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Age of Wonders: Planetfall
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cossacks
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
  • Victoria 2
  • War of the Roses
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
One thing that habitats are great for, for example, is manufacturing advanced resources.
Third, you can offload your manufacturing to habitats, particularly strategic resources, but also alloys and consumer goods if you didn't opt for an ecumenopolis. This frees up the building slots on your regular planets for efficient unity, science, and raw resource production.
Honestly, the best thing about habitats is that you get some free building slots. Lacking in strategic resources? Fill a habitat with housing and synthetic gas plants. Want an FTL inhibitor but don't want to build a starbase? Drop a stronghold on a habitat. Or if you want to increase your resource capacity you can build a few silos.

I must disagree with this idea that habitats are worthwhile as manufacturing hubs. I've always understood habitats to be useful in the sense that they're a small and repeatable unit that can be spammed out. Taking Voidborn to build one or two habitats to shift metallurgists and artisans to is kind of like taking Interstellar Dominion to fill in the safe space you've already secured with chokepoints.

I've never found myself struggling for building slots on planets to boost my production. The largest factor that limits industrial development is raw resource availability, with which Habitats won't help at all. Paying alloys per month to maintain a small, less versatile planet that produces no minerals or food strikes me as a pretty dreadful idea. At least an ecumenopolis can support hundreds of metallurgists and artisans with no rare resources or innate upkeep required, still have the versatility of a planet, and can have more and more poweful buildings, owing to the massive population. If you want to shift industry to one spot, an ecumenopolis is the far better choice.

Again, Habitats should be used in quantity. They used to be dynamite for research and energy production. Now it appears that the only thing they'll be consistently good for (i.e., not a disproportionate drain on raw resources) is trade value, and to be honest it's probably more profitable to build a ringworld and murder the bastard with generator districts. More self-sustaining too, considering you can also build so many farm districts that you can probably move all food production there and also will get enough pops to build 16 regular planetary buildings.
 

GC13

The Last Emperor of Sol
90 Badges
Dec 30, 2010
3.181
3.060
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
  • Pillars of Eternity
It's not really an early-game perk, conseidering you need the "Star Fortress" tech. It's unlikely that you'll be able to unlock Habitats before your 3rd perk (even with a Mecanist/Technocracy tech-heavy build).
That's what confuses me about these megastructure perks. Why are they available so early in the AP line when their technology requirements are so high that you're going to have to sit on empty perks for a long time in order to take them that early?
 

Zealote

Recruit
24 Badges
Jul 13, 2018
8
3
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Cities: Skylines Deluxe Edition
Not to shit on Habitats, but I used to spam them as an alternative to planets on my Life Seeded. Now they are just a defense option. Seriously, choke point control with Fortress Habitats is pretty insane. But! I'd like to see them a bit better due to cost. Aside from this purpose, they don't seem cost effective at all.
 

B3ndolf

Captain
91 Badges
Jul 2, 2011
319
375
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Sword of the Stars
  • Supreme Ruler 2020
  • Stellaris: Apocalypse
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Crusader Kings II: Charlemagne
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Knights of Honor
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Majesty 2 Collection
  • The Kings Crusade
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Europa Universalis IV
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
I think that it is good that habitats are no longer the must have ap they used to be but I also think that they could do with a small boost to make them worth the cost.

Something lime increasing researcher jobs to 5 or having the non housing districts provide a couple of housing would do.
 

Pragmatic

Captain
64 Badges
Dec 8, 2018
337
1
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Stellaris
  • Stellaris: Galaxy Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Stellaris: Federations
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Lithoids
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Europa Universalis III Complete
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
Not to shit on Habitats, but I used to spam them as an alternative to planets on my Life Seeded. Now they are just a defense option. Seriously, choke point control with Fortress Habitats is pretty insane. But! I'd like to see them a bit better due to cost. Aside from this purpose, they don't seem cost effective at all.

Think of them as taking over some of the burden from planets and starbases.

You can put resource silos on them, so you don't need to do so on planets (max of 16 building slots) or starbases (max of 4 building slots).

You can put refineries (10 minerals to produce one rare resource) on them, allowing planets to have buildings that offer more jobs.

You can build the science district, which is a boost to your research without using a rare resource.

As you mentioned, they're great for border systems. But you can move anchorages off of starbases using soldier jobs, even in core systems.

And given their limited housing/jobs, they will push emigration to fill up your planets, ring worlds, etc.
 

Delthor

Captain
21 Badges
Aug 15, 2017
310
15
  • Crusader Kings II
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
* You can use it as a manufacturing platform, but Eucumenoplises are much more efficient at this, it doesn't really make sense.

I think ecumenopolises being absurdly overpowered is probably one of my biggest balance complaints of this patch/expansion. They are so efficient in terms of districts that they render everything but raw resources and research worthless on any other kind of planet. They really need to give them a significant nerf so that they don't totally outclass everything else in the game. Just to start, the districts for ecumenopolises should cost at least 2 admin cap each, if not more. An entire forge arcology providing 10 housing and 5 jobs shouldn't contribute the same empire size as an agriculture district providing 2 housing and 2 jobs. That's absolutely ridiculous. The fact that they have this job density without needing rare resources is equally ridiculous.

Setting aside ecumonopolis domination, habitats are very strong in their niches as others have pointed out. In my megastructure-focused file, I've moved pretty much all alloy/consumer goods production to habitats with a 6/2 split of housing and entertainment districts. You can fill them out with mostly alloy/consumer goods buildings, plus a few refineries for the strategic resources they require. The result is a habitat that outputs about 60-70% of the alloy/consumer goods that a planet can, but only needs a few strategic resources from elsewhere, all for only 10 empire size.

I do agree that the science and trade districts feel extremely lackluster. I think these districts should probably provide the housing needed for their own jobs, but I haven't really done any experimentation. The relative efficiency of the districts and not needing strategic resources might be more powerful than it seems.
 

westamastaflash

Second Lieutenant
91 Badges
Sep 1, 2010
137
8
  • Sword of the Stars II
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Cities in Motion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Knights of Honor
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - Snowfall
  • Stellaris: Apocalypse
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis IV
Here's an example of a filled habitat I have right now.

Fanatic Authoritarian and Spiritual empire. I have syncretic evolution, police state, and byzantine bureaucracy civics.
Note the crime lord deal modifier which gives +10 stability.

This habitat isn't fully optimized - the pops I have working there are Fertile, Erudite, Communal, Thrify, and Nonadaptive.

I was maximizing for housing at the time, but my Eucmenopolis is opening for business so the factories and alloy plants are going off-world, which should allow me to reduce the pop on the habitat and give them Robust instead of Fertile/Communal for the +5% to all resource production. 50 pops gives that really nice merchant though.

Also, that numistic order building? Fantastic for habitats. 2 merchants and 2 priests solve your amenity problems.

upload_2018-12-20_15-23-25.png
 

Attachments

  • upload_2018-12-20_15-21-12.png
    upload_2018-12-20_15-21-12.png
    533,7 KB · Views: 42
  • upload_2018-12-20_15-21-24.png
    upload_2018-12-20_15-21-24.png
    561,8 KB · Views: 45
Last edited:

Jmes Snowscoran

First Lieutenant
44 Badges
May 27, 2010
245
49
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Stellaris: Apocalypse
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Knights of Honor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis IV: Res Publica
Also, that numistic order building? Fantastic for habitats. 2 merchants and 2 priests solve your amenity problems.

Sure, assuming you're lucky enough to get it.

Not a bad habitat, but not particularly awesome either. With that district setup (which requires two ascension perks) you basically get as many scientist jobs as two tier 3 planetside labs. Sure, you save a bit on exotic gases, but in return the habitat itself costs alloys for maintenance so it's not such an awesome deal at the end of the day.

The bottom line for habitats is that their buildings don't complement their districts very well and their districts mostly suck. They're good for moving alloy and consumer goods production off your planets, but an Ecumenopolis can do it way better. Lacking research labs and commerce megaplexes, the main building employment workhorses once manufacturing is moved to an ecumenopolis, means they won't ever generate a ton of research or trade. But they can do an ok job as trade/research/unity hybrids, along with certain niches like soldier spam and rare material production. But mostly, playing with habitats just feels very...awkward.
 

Objulen

Major
41 Badges
Jun 12, 2017
638
612
  • Shadowrun: Hong Kong
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
  • Teleglitch: Die More Edition
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Sengoku
  • Ship Simulator Extremes
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
I'm not seeing much benefit to Habitats over colonizing a small world. Even with the research districts that don't cost special resources, you're capped at 8, or 25, research jobs max (with a super computer). A few gas refineries would cost a few extra pops and some extra credits, but 4 or 5 fully upgraded research labs will give you many more research jobs than the habitat would for a nominal additional cost.

There are some cases where Habitats are very useful - like when there aren't any small planets to colonize - but Habitats are better for manufacturing, IMHO, since you can actully build forges and civilian manufactering buildings.

Habitats would be very good if you could build them early enough, but by late-mid game they don't offer enough.
 

westamastaflash

Second Lieutenant
91 Badges
Sep 1, 2010
137
8
  • Sword of the Stars II
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Cities in Motion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Knights of Honor
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - Snowfall
  • Stellaris: Apocalypse
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis IV
When you're out of planets to colonize and you want to expand, habitats are your only option aside from war until ringworlds.

Sure, assuming you're lucky enough to get it.

They can do an ok job as trade/research/unity hybrids, along with certain niches like soldier spam and rare material production. But mostly, playing with habitats just feels very...awkward.

Yeah I'm convinced the Numistic building is the only thing keeping any of by habs afloat. They're definitely very awkward and you have to do a heck of a lot to get them up and working. 4 exotic gas = base 40 minerals so it's not nothing.. but 5 alloys costs base 10 minerals so you only net 30. Habs really need more district housing and jobs.
 
Last edited:

Objulen

Major
41 Badges
Jun 12, 2017
638
612
  • Shadowrun: Hong Kong
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
  • Teleglitch: Die More Edition
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Sengoku
  • Ship Simulator Extremes
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Very true. They're much more useful in games with smaller numbers of inhabitable worlds.

But is a Habitat better than getting the Ascension perk to terraform Gaia worlds? They take longer, but Gaia worlds get 10% extra production. And given the alloy to energy market ratios, are probably less expensive.
 

ShoGuL

Field Marshal
101 Badges
Dec 2, 2005
2.805
2.402
  • Sword of the Stars
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Hearts of Iron III: Their Finest Hour
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Stellaris: Nemesis
  • Deus Vult
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Arsenal of Democracy
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
Very true. They're much more useful in games with smaller numbers of inhabitable worlds.

But is a Habitat better than getting the Ascension perk to terraform Gaia worlds? They take longer, but Gaia worlds get 10% extra production. And given the alloy to energy market ratios, are probably less expensive.

Yes, because Gaia World transformation is bugged and destroys most planetary features :rolleyes:
 

Bobylein

Captain
71 Badges
May 13, 2016
403
173
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
  • Warlock 2: The Exiled
  • Sword of the Stars II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife Pre-Order
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
The problem I have with habitats is that, at least in my feeling, they are supposed to be for "tall" empires but their districts/buildings don't really support that.

Fast and dirty comparsion between habitat and a small planet:

Habitat: 8 districts (you gonna take Master builders in tall build) with 3x Habitation and 5x Research = 8+2 = 10 empire size.
Equals 30 pops of which 15 researchers plus 15 other pops that work something else

Planet: 8 city districts, something you can often build together with the mineral districts you usually want to max out.
Equals 8 x 8(with the second city tech?) = 64 pops which alone means 6.8 more building slots which you can easily use to build 3 tier 2 labs and 3 synthetic gas plants.
Then you are still left with 46 pops that work something else.



What I want to say is: Habitats are horrendously inefficient empire-size wise and only worth it once you have no, even small, planet left in your space.

That wasn't that way before 2.2, so I guess we'll just have to get used to the new role of habitats but I am still not really happy with it, I feel that should be at least as efficient as planets in what they are doing considering they take an AP, constant alloys, infuence and are limited in what they can produce.
 

westamastaflash

Second Lieutenant
91 Badges
Sep 1, 2010
137
8
  • Sword of the Stars II
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Cities in Motion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Knights of Honor
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - Snowfall
  • Stellaris: Apocalypse
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis IV
What I want to say is: Habitats are horrendously inefficient empire-size wise and only worth it once you have no, even small, planet left in your space.

Pops consume lots of consumer goods on lower habitability worlds, habitats are 100% habitability. I wonder what a size 9 planet with, say, 70% habitability rates against a habitat in total pop maintenance?
 

Bobylein

Captain
71 Badges
May 13, 2016
403
173
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
  • Warlock 2: The Exiled
  • Sword of the Stars II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife Pre-Order
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
Pops consume lots of consumer goods on lower habitability worlds, habitats are 100% habitability. I wonder what a size 9 planet with, say, 70% habitability rates against a habitat in total pop maintenance?
When the time for habitats comes, I tend to not have any planet with lower than 90% habitability because of tech and terraforming :/
 

Alastor

Colonel
87 Badges
Nov 14, 2008
846
454
  • Stellaris: Federations
  • Tyranny: Gold Edition
  • Crusader Kings Complete
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV
  • Imperator: Rome
  • Stellaris: Nemesis
  • Rome Gold
  • Teleglitch: Die More Edition
  • Stellaris: Necroids
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Tyranny: Archon Edition
  • 500k Club
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Mount & Blade: With Fire and Sword
  • Age of Wonders III
  • Age of Wonders: Planetfall Deluxe edition
  • Surviving Mars
  • BATTLETECH
  • Pillars of Eternity
  • Tyranny: Archon Edition
  • Prison Architect
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Magicka
  • Magicka 2
  • Ancient Space
  • Cities in Motion
  • Cities in Motion 2
  • Warlock 2: The Exiled
  • Majesty 2 Collection
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: The Old Gods
Habitats are rather underwhelming, the combination of a small number of districts and an inability to build housing on them greatly limits their potential. Still I was happy in my game to have found a use for them. I basically build a few science districts on them for the advanced-resource free research and just add fortresses. They provide housing for their soldiers and increase my navy cap. A few habitats and I can build another full fleet.
 

Treybor

Major
103 Badges
Oct 20, 2009
508
625
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV
  • Crusader Kings II
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Majesty 2
  • Imperator: Rome - Magna Graecia
  • BATTLETECH: Season pass
  • Heir to the Throne
  • Cities: Skylines Industries
  • Divine Wind
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Europa Universalis III Complete
  • Deus Vult
  • Stellaris: Megacorp
  • BATTLETECH
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Imperator: Rome
  • Stellaris Sign-up
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Holy Fury
  • Prison Architect: Psych Ward
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
The best thing I’ve found about habitats is they are an extra growth slot that you can use to resettle on worlds that need the population

The actual buildings on habitats are meh and I just use them to store pops for new worlds or filling job slots on existing worlds

Population is key and there’s rarely enough to go around til super late game