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:

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.
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:
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: