Habitat not worth it in 2.2

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Beyond Disbelief

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I agree that Habitats are not very attractive in Le Guin but I disagree with OP's reasoning. The issue is that Habitats aren't feasibly accessible until late game and by that point its very hard to construct them in a way that compliments your existing economy. I did it, after y2490, and it was not enjoyable.

Currently, habitat's appeal to me is only for offshoring alloy production because by the time I can afford to build habitats research is a non-issue as I already dominate the galaxy in that area. My growth constraint is due to alloys, not tech by that point.

1) I was able to get 75 pop/jobs WITHOUT luxury housing nor ascension perk and WITHOUT using stronghold's housing with no unemployment.
How? A picture is worth a thousand words:

2018-12-31.png

Hint: Communal trait + Small mix of domestic servitude robots.
NOTE: The income shortage is a display bug from a freshly loaded game. There seems to be a bug on start-up not including trade income that wont reset until the next month.

2) The main issue of Habitat is simply accessibility. At 200 influence (research edict or 3 starbases) and 3000 alloys (2 battleships) its a HUGE investment that can be used elsewhere whether your strategy is tall or wide. By the time its feasible to build habitat you already have a well-established, finely-tuned internal economy such that unless you have been really suboptimal running large food surpluses or what not, trying to support a habitat is a net loss in the mid-game. If you built your economy to not depend on habitat in the late game well, by that point why would you build them other than the fact that you can?

The alternative is mid-game restructuring an established economy, but doing so just to accommodate a shift towards habitat strategy is both costly and time-exhaustive that's more likely to set you back than pivot to a late game advantage.

My suggestion per my post is to split Habitat into 2 stages, with a functional first stage.

Stage 1 costs 50 influence, 1000 alloys, but locked to t1 buildings, 50% habitability to all (lack of a complete atmosphere outside of living quarters).

What this accomplishes is making it at least accessible and serviceable mid-game, and let you layout the groundwork for the infrastructure so that it compliments your existing economy without the need to replace/rebuild anything later on.

Stage 2 can use up the remainder 150 influence 2000 alloys.
 
Last edited:

Zardnaar

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Unemployment might be a problem
I agree that Habitats are not very attractive in Le Guin but I disagree with OP's reasoning. The issue is that Habitats aren't feasibly accessible until late game and by that point its very hard to construct them in a way that compliments your existing economy. I did it, after y2490, and it was not enjoyable.

Currently, habitat's appeal to me is only for offshoring alloy production because by the time I can afford to build habitats research is a non-issue as I already dominate the galaxy in that area. My growth constraint is due to alloys, not tech by that point.

1) I was able to get 75 pop/jobs WITHOUT luxury housing nor ascension perk and WITHOUT using stronghold's housing with no unemployment.
How? A picture is worth a thousand words:

View attachment 436616

Hint: Communal trait + Small mix of domestic servitude robots.
NOTE: The income shortage is a display bug from a freshly loaded game. There seems to be a bug on start-up not including trade income that wont reset until the next month.

2) The main issue of Habitat is simply accessibility. At 200 influence (research edict or 3 starbases) and 3000 alloys (2 battleships) its a HUGE investment that can be used elsewhere whether your strategy is tall or wide. By the time its feasible to build habitat you already have a well-established, finely-tuned internal economy such that unless you have been really suboptimal running large food surpluses or what not, trying to support a habitat is a net loss in the mid-game. If you built your economy to not depend on habitat in the late game well, by that point why would you build them other than the fact that you can?

The alternative is mid-game restructuring an established economy, but doing so just to accommodate a shift towards habitat strategy is both costly and time-exhaustive that's more likely to set you back than pivot to a late game advantage.

My suggestion per my post is to split Habitat into 2 stages, with a functional first stage.

Stage 1 costs 50 influence, 1000 alloys, but locked to t1 buildings, 50% habitability to all (lack of a complete atmosphere outside of living quarters).

What this accomplishes is making it at least accessible and serviceable mid-game, and let you layout the groundwork for the infrastructure so that it compliments your existing economy without the need to replace/rebuild anything later on.

Stage 2 can use up the remainder 150 influence 2000 alloys.

Erm you can get habitats up and running i the 2290's and I would not be surprised if someone better than me can shave 10 or 20 years off that.

I've had large populations on habitats.
 

Beyond Disbelief

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Unemployment might be a problem

... No? Did you read the post or look at the screenshot before you quote? It was a little challenging on the way to the 76/76 housing/jobs so it does take effort to plan but you can do it w/o unemployment.


Erm you can get habitats up and running i the 2290's and I would not be surprised if someone better than me can shave 10 or 20 years off that.

I can also physically spend the money to dine at Alexander Steakhouse every night and finance a ferrarri if I wanted to. The whole point of the discussion and my post is that there's significantly better investment of my money given constrained resources without making me worse off in the long-run.
 
Last edited:

Dandere

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Is there a console command or mod or anything to remove habitats from a planet completely? I've tried planet busting them but there's still a flag on the planet it was built around that keeps anything else from being built there, which is annoying. An exhaustive google search turned up nothing except one guy saying he was able to do it in his modded game.

effect remove_megastructure sadly does nothing.
 
Last edited:

roman566

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Oh please, getting 75 pops on habitat is trivial. All you have to do is play xenophobe. Domestic servants take 0.25 housing, same as livestock. I had 2housing/6science habitats filled up to the brim with buildings. Sure, those weren't alloy or consumer goods manufacturing buildings, but why would I build those on a habitat when I have a nice Ecumenopolis lying around? Even planets were better options as with slaves getting all building slots open is trivial.

Overall I think Habitats aren't useless. They are very good at producing research and that's it. With added slaves, they are also great at adding tons of naval capacity. But if you can get both of those by other means then yes, habitats are useless.
 

Zardnaar

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Oh please, getting 75 pops on habitat is trivial. All you have to do is play xenophobe. Domestic servants take 0.25 housing, same as livestock. I had 2housing/6science habitats filled up to the brim with buildings. Sure, those weren't alloy or consumer goods manufacturing buildings, but why would I build those on a habitat when I have a nice Ecumenopolis lying around? Even planets were better options as with slaves getting all building slots open is trivial.

Overall I think Habitats aren't useless. They are very good at producing research and that's it. With added slaves, they are also great at adding tons of naval capacity. But if you can get both of those by other means then yes, habitats are useless.

Yes you can dop that but for the other non xenophobes your options are a bit more limited. Cramming enough pops in except for soldiers via forts is difficult.
 

Zardnaar

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TBH I think Xeno Slavery is still really, really powerful and that translates to habitat use as well as planet use. Xenophiles need a buff imho.

Xenophiles benefit from migration/ and the Xeno compatibility perk.You kind of want to have bio engineering though. Crazy growth rate though.
 

TheHolyAsdf

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Starbase capacity no longer increases from population, meaning you will have very limited number of anchorages. But you can build fortress habitats to make up for it. It's almost necessary if you want to have multiple 100K fleets without conquering a third of a galaxy.