Habitats are nerfed to irrelevance?

  • 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.

yerm

Field Marshal
68 Badges
Apr 18, 2013
4.662
4.867
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
I'm surprised nobody's mentioned the thing I've used habitats for the most in my longest-running game of 2.2.2: gaming the automatic sector generation system. I'm playing in a 600-system galaxy with Habitable Worlds set to 1.5x and two guaranteed habitables, and after the initial wave of colonization, I've used strategic deployment of habitats to maximize the number of habitable worlds in my sectors.

Great suggestion, although if you aren't modding sectors out IMO you're playing a bad version of the game!
 

Retry

First Lieutenant
47 Badges
Jan 21, 2018
202
2
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Cities: Skylines - Snowfall
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • Knights of Pen and Paper +1 Edition
  • BATTLETECH
  • Shadowrun: Hong Kong
  • BATTLETECH: Season pass
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  1. you can pick hab as first AP , all other AP that you can pick as 1° are not realy that "special" .
  2. if you move it to the research , it is not exatly wrong, i mean, building hab its the natural result of researching cittadels tech in my opinion ( i know, for the perk you need fortress).
  3. habitats are in all aspetcts a habitable space, more pops = more starbases , more trade value ( for regular empires ) \ more energy for gestal ; meaning that hab are a way to increase your economic power , "infinitely" .
  4. you should not compare AP with prerequisite of picking other AP .
  5. if you pick hab , and build them for scence while you are a tall empire , if you compare with the "tech ascension" , hab actualy can give you even double your scence production with 1 hab ( if you didn't realy build more than 1\2 scence lab for planet or were a technocracy ) , the only difference its the "time " and "price" you have to put into them
Habitats need the Star Fortress tech, which can easily take until you unlock your 3rd or even 4th OP slot before you actually get it. If you're actually dedicated to grabbing Voidborne as your 1st ascension perk, that can be quite a long time before you can fill out the rest of your perks, and a long time that other empires that picked the more "boring" but practical perks will have an edge over you.

Pops don't get you higher starbase capacity anymore. That's now just from system ownership, some researches, and an ascension perk. Starbase slots are pretty tight nowadays, between needing to split them between trade collection, trade protection, shipyards, anchorages, border protection...

Habitats can't increase economic power "infinitely", since there's actually a limit to how many suitable habitat sites there are per system, and since they can't produce minerals which is an important raw material (I'd say food too, but I can't recall if they can build hydroponics there or not).

I'm going to have to see the calculations for Claim #5. Even if you don't build any more science labs than your initial one, all of the science deposits you find should be enough that a single habitat wouldn't double your science production. And even a science habitat pales in comparison to a science-specialized planet.

Habitats as baby hubs is probably the best usage.
 

Less2

Banned
Jan 20, 2016
3.737
5.036
I'm surprised nobody's mentioned the thing I've used habitats for the most in my longest-running game of 2.2.2: gaming the automatic sector generation system. I'm playing in a 600-system galaxy with Habitable Worlds set to 1.5x and two guaranteed habitables, and after the initial wave of colonization, I've used strategic deployment of habitats to maximize the number of habitable worlds in my sectors.
This is actually a really good point.

Past a certain size keeping a leader running every system isn't really sustainable. This makes Habitats a good 10% or so more efficient than an outlying planet in most tasks.

Habitats need the Star Fortress tech, which can easily take until you unlock your 3rd or even 4th OP slot before you actually get it. If you're actually dedicated to grabbing Voidborne as your 1st ascension perk, that can be quite a long time before you can fill out the rest of your perks, and a long time that other empires that picked the more "boring" but practical perks will have an edge over you.

Star Fortress isn't that hard to get relatively early. If you are taking until your 3rd or 4th perk to get it you need to redirect some of that unity production into research production.

Habitats can't increase economic power "infinitely", since there's actually a limit to how many suitable habitat sites there are per system, and since they can't produce minerals which is an important raw material (I'd say food too, but I can't recall if they can build hydroponics there or not).

It kind of depends. You can generally always produce alloy/CGs and trade it back for base resources. At the same time Ecumenopolis are generally better than Habitats for this if you can find a decent planet with a low # of districts. But in that case Habitats are still great for growth, skimming pops off the top every decade or so to resettle on your forge worlds.

Still, it's a real shame that Habitats just aren't great at research. Hopefully that's an oversight. Districts just don't compare to 16 building slots in terms of job production, even stuffing .5 housing synths in and going for no housing isn't good.
 
Last edited:

elitesix

Captain
84 Badges
Apr 26, 2011
395
57
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Magicka
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Stellaris: Necroids
  • 500k Club
  • Rome: Vae Victis
Are habitats the only colonizable thing that have a limited selection of planetary buildings?

If so, seems like a poor decision design. If it's for balance they could have just messed with the costs/districts available.
 

Bentusi16

Sergeant
75 Badges
Feb 16, 2013
63
36
  • Magicka
  • Crusader Kings II: Reapers Due
  • War of the Vikings
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Impire
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Common Sense
  • Stellaris: Nemesis
  • Shadowrun: Hong Kong
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Shadowrun Returns
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
As a hive mind empire I've turned habitats into dedicated forges and it seems to work pretty well. My planets only main job is churning out minerals, and I have a ringworld for food.

So while habitats seem underwhelming for most empires, for hive minds at least they can fill a niche.
 

Baqar79

Second Lieutenant
12 Badges
Dec 16, 2013
159
39
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
Are habitats the only colonizable thing that have a limited selection of planetary buildings?

If so, seems like a poor decision design. If it's for balance they could have just messed with the costs/districts available.

I guess it was done, to let the districts be more of a meaningful choice. While initially you would be better off building a research district; once you had enough building slots open, you would be better of tearing down those research districts and building more habitation housing districts so that you can place more research buildings.

Not being able to build luxury residences seems a bit of an odd; if you can place a factory or fortress in a building slot, it seems strange that you can't place residential buildings there as well.

I found out during my current play through that fortresses provide housing (albeit only 3 when upgraded), this did allow me to have maximum research output, with the addition of 54 naval capacity (3 soldier jobs * 3 naval capacity * 6 fortresses):
LlpW0Ji.png

This is my default setup for habitats, and in my current game I have 13 of them putting out the bulk of my research and Naval Capacity.

BUT!, when it comes down to it, planets can be built as research monsters, take my Capital system for example:
FNXiihh.png

About 5x the research of a habitat, all mining districts utilized, and while 15 city districts is required for housing, as a side effect it provides a decent chunk of trade as a result (and I've yet to fill the remaining clerk vacancies).

Assuming both the planet and habitats are in an already occupied system, the planet is more district efficient:
Koros: 23 Districts + 2 colony = +25 Empire sprawl (~1000 research)
Habitats: 5 * (8 Districts + 2 colony) = +50 Empire sprawl (~1000 research)

There is probably a few things that could be done (eg doubling number of jobs per district and habitation housing, have districts provide housing for the jobs, allow building of luxury houses, etc).

I also feel that the Trade district is pretty underwhelming when you miss out on the much more Trade/Amenity efficient merchant that you can get with Commerce Megaplexes on planets.

The Leisure district isn't too bad, but not really worth it due to the fact it takes up a precious district slot, and as shown above, you can get the necessary amenities with the Galactic Stock-exchange and a Cryo-revitalization center.

I still like the current incarnation of habitats, especially as they still retain the advantage of being able to get research immediately without having to wait for another building slot to open, and they seem to synergize very well with fortresses for additional naval capacity...but I guess they still could do with a few buffs.
 
Last edited:

Baqar79

Second Lieutenant
12 Badges
Dec 16, 2013
159
39
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
I thought each soldier job provided naval capacity?
Whoops!; each soldier job (not the fortress itself) provides 3 naval capacity each, so I've changed this in the original post; but the final result should be the same (Each fortress houses 3 soldiers that provide 3 naval capacity each).

EDIT: There is something a little strange with the naval capacity figure, the Fortress building description indicates 9 base naval capacity, but I'm producing 4 naval capacity/soldier in the jobs menu...so I think naval capacity is affected by empire modifiers like other resources (not sure if intended or not).
 
Last edited:

Verx90

General
47 Badges
Mar 22, 2014
2.339
1.960
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Magicka
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Victoria 2
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
I guess it was done, to let the districts be more of a meaningful choice. While initially you would be better off building a research district; once you had enough building slots open, you would be better of tearing down those research districts and building more habitation housing districts so that you can place more research buildings.

Not being able to build luxury residences seems a bit of an odd; if you can place a factory or fortress in a building slot, it seems strange that you can't place residential buildings there as well.

I found out during my current play through that fortresses provide housing (albeit only 3 when upgraded), this did allow me to have maximum research output, with the addition of 54 naval capacity (3 soldier jobs * 3 naval capacity * 6 fortresses):
LlpW0Ji.png

This is my default setup for habitats, and in my current game I have 13 of them putting out the bulk of my research and Naval Capacity.

BUT!, when it comes down to it, planets can be built as research monsters, take my Capital system for example:
FNXiihh.png

About 5x the research of a habitat, all mining districts utilized, and while 15 city districts is required for housing, as a side effect it provides a decent chunk of trade as a result (and I've yet to fill the remaining clerk vacancies).

Assuming both the planet and habitats are in an already occupied system, the planet is more district efficient:
Koros: 23 Districts + 2 colony = +25 Empire sprawl (~1000 research)
Habitats: 5 * (8 Districts + 2 colony) = +50 Empire sprawl (~1000 research)

There is probably a few things that could be done (eg doubling number of jobs per district and habitation housing, have districts provide housing for the jobs, allow building of luxury houses, etc).

I also feel that the Trade district is pretty underwhelming when you miss out on the much more Trade/Amenity efficient merchant that you can get with Commerce Megaplexes on planets.

The Leisure district isn't too bad, but not really worth it due to the fact it takes up a precious district slot, and as shown above, you can get the necessary amenities with the Galactic Stock-exchange and a Cryo-revitalization center.

I still like the current incarnation of habitats, especially as they still retain the advantage of being able to get research immediately without having to wait for another building slot to open, and they seem to synergize very well with fortresses for additional naval capacity...but I guess they still could do with a few buffs.


the intresting point its the economic price of having a planet as a "tech moster" , 21 gass , if not with natural sources , cost around 100-120 minerals month , around the same for the consumer goods .

a planet can have around 5 time the production of research , and its around better than having 5 research hab , the only problem its that planet are limited , habs are not .

btw , upgraded building will always be better, otherwise they would be not worth the special resources ; habs would alow you to free those minerals consumption ( and building space) for more jobs buildings.
 

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
One thing to keep in mind is you can get further with habs if you spec for reduced housing space (communal, fertile). Genemodding is great since you can apply specific mods to just those pops on the habitats. Also, I think they're generally more useful for single-species or slaver empires since pop resettling helps a great deal with getting pops on and off of them.

I still think the districts need a small buff (I'd add a merchant for the trade district, another culture worker for leisure, and another researcher job as well as +1 or +2 housing for each district) and they should get a couple of unique buildings - one for housing, maybe one for unity.

Or maybe replace the +5 clerks with +2 or +3 merchants. Make Habs completely specialist/ruler focused districts.
 
Last edited:

C4st1gator

Captain
38 Badges
Nov 16, 2014
328
183
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Age of Wonders: Shadow Magic
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
So, after building a habitat, I ended up making it a research habitat. I still feel disappointed, since they are a lot less flexible than before.
If you could buff habitats, what would you change about them?
 

Tyrax Lightning

Second Lieutenant
29 Badges
Oct 5, 2018
101
0
steamcommunity.com
  • Magicka
  • BATTLETECH
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
So, after building a habitat, I ended up making it a research habitat. I still feel disappointed, since they are a lot less flexible than before.
If you could buff habitats, what would you change about them?
IMHO it'd be cool if Habitats could be built in Nebulae Systems & get equipped with the same 'From Nebulae Dust' Minerals making Building Starbases can equip, or at least a comparable kinda building. How different could it really be between operating such an Operation from a Starbase vs a Habitat?
 

Kanjejou

Recruit
54 Badges
Jan 13, 2019
7
0
  • Stellaris: Megacorp
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • BATTLETECH
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Battle for Bosporus
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
I find habitat very nice for making refinery or alloy CG worlds...or to make cheap buildings who use no strategic ressources to make something you need...

but its indeed true it lack in distric efficiency a fewx more job per district or housing would help and special small buildings if you have your habitat in a special star system...

energy with pulsar mineral with nebula ect... woudl make those special featured system even more interesting.

I find it wa easier to build a few habitat a 3000alloy than a ring world and its multiple 15k alloys
 
Last edited:

Tyrax Lightning

Second Lieutenant
29 Badges
Oct 5, 2018
101
0
steamcommunity.com
  • Magicka
  • BATTLETECH
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
I find habitat very nice for making refinery or alloy CG worlds...or to make cheap buildings who use no strategic ressources to make something you need...

but its indeed true it lack in distric efficiency a fewx more job per district or housing would help and special small buildings if you have your habitat in a special star system...

energy with pulsar mineral with nebula ect... woudl make those special featured system even more interesting.

I find it wa easier to build a few habitat a 3000alloy than a ring world and its multiple 15k alloys
I have to admit as I play 2.2 I am getting really not fond of how hard it is to get a hold of & keep stocked up on Gas for the T2+ Planet Science Labs, & getting my Science from Space Research Stations & Habitats instead is getting very very tempting... -_-

I have no experience with 2.1 Habitats cause during 2.1 I was still learning the Controls & how to play & such & other... it's on my to-do list to examine Habitats in 2.2 & see what I think of them... especially potentially dedicated Science Habitats...
 

admiral-krause

Sergeant
57 Badges
Apr 10, 2010
80
45
  • Victoria: Revolutions
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Pillars of Eternity
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Darkest Hour
  • Arsenal of Democracy
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
I am currently trying a One Planet Challenge, sort of. One Planet + Habitats. I use Inward Perfection/Life Seeded + After Reform: Mining Guilds. Pumped everything in Research Labs and took the Research Traditions first for +1 alternatives. Was able to get Star Fortress early. So ist 60 or so years in and i build my first Habitat. First i made a Sub Species of Habitat People with Communal + Traditional for less housing + upkeep. Then i bought a single slave Pop from the Market. The strategy is: Filling the Habitat with Livestock for Food production and unlocking of Building Slots (livestock is like 0.25 housing). The main species Pops work as specialists. I will Experiment with different build Options. I had in mind 1 Trade Habitat with Livestock + Clerks and Ressource Silo Buildings. 1 Habitat with Livestock and Forges / Civilian Industry etc. I hope to survive Long enough to build a Matter Decompressor and then vassalizing the Galaxy.
 

BigPony

Sergeant
20 Badges
Dec 7, 2018
62
0
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Commander: Conquest of the Americas
  • Sword of the Stars
  • Magicka
  • Hearts of Iron III
  • Darkest Hour
I think the general consensus is that they are now used primarily for research or rare minerals and increasing Naval Capacity. It does limit them for sure, but they do still have their use. Personally, I would like them back to how they used to be, but I still build and use them now for those purposes I listed earlier.
 

permeakra

Major
67 Badges
Nov 20, 2017
650
345
  • Tyranny - Bastards Wound
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Crusader Kings III
  • Victoria 2
  • Cities: Skylines - Campus
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Majesty 2 Collection
  • Sword of the Stars
  • Tyranny - Tales from the Tiers
Or maybe replace the +5 clerks with +2 or +3 merchants. Make Habs completely specialist/ruler focused districts.
Merchants are extremely powerful and with a civics also produce unity. We will never see a way to stack them without a nerf.

Unless empire plans to conquer the galaxy by end of 2350s or x5 habitable worlds were set, habitats are great for the mere fact that they can be built without much restrictions. Sure, they have alloy maintenance cost, but they also allow to specialize ground-side industry for mineral production.
 

Kanjejou

Recruit
54 Badges
Jan 13, 2019
7
0
  • Stellaris: Megacorp
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Federations
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • BATTLETECH
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Battle for Bosporus
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
Another fun stuff to do is get to 75 pop spam fortress as housing (remove soldier jobs) to recover some housing district and go full research you can get 7 science district this way. and even a few ressources makers
but you can also go full leisur of full trade distric for money or social +unity.
And i have a very unoptimised egalitarian militarist xenophyle empire

It just feel super unintuitiv since you need to build housing district fill the hab then remove the housing district little by little

its easier if you take stuff to reduce housing needs
 
Last edited:

Theter

Sergeant
Jan 10, 2019
63
0
Whoops!; each soldier job (not the fortress itself) provides 3 naval capacity each,

No, Soldiers provide a base 4 Naval Capacity, which is boosted by 2 by one of the earliest tech in the game (Ground Defense Planning, you need it to get Fortresses anyway). It's 18 NavCap per fortresses, without bonuses (Supremacy, Citizen Service etc...)