As you may know, as a result of 2.2, the role of Habitats in the game has been drastically changed.
Before, their role was to provide extra tiles once you had colonized and filled all available planets, and as they had energy and mineral buildings, it was a sound investment if you didn't want to conquer or spend enormous amounts of resources on other megastructures.
However, this has changed.
To fix these issues I think the concept of Habitats has to be rethought. Possible solutions could include:
Before, their role was to provide extra tiles once you had colonized and filled all available planets, and as they had energy and mineral buildings, it was a sound investment if you didn't want to conquer or spend enormous amounts of resources on other megastructures.
However, this has changed.
- Habitats cost alloys, which make them much more expensive than before.
- While they are more costly to build, they aren't even able to produce basic resources anymore.
- They are also very small, which means very limited housing, and very few jobs comparatively. Even the smallest planets are twice as big.
- All their districts have a building equivalent in normal planet types, and since these districts actually make it so you can't build those buildings, these unique district are a net loss.
- It would appear an Habitat's purpose would be advanced resource production, everything from alloys to things like motes and gases, except they don't have any competitive advantage, you can do that much more efficiently on a planet too.
To fix these issues I think the concept of Habitats has to be rethought. Possible solutions could include:
- Habitats could have no districts, and instead have special Habitat buildings for everything else (including housing, leisure, commercial, and research labs which are districts right now, and even the old Astro Mining Bay ). Habitats are wholly artificial constructions, technically everything in them should be considered buildings. These buildings could be more efficient than their planetary counterparts, providing more jobs each.
- The opposite, habitats could have more districts (housing, leisure, production, industrial, research), and exclusive buildings just for habitats, including maybe a building (Expansion Module) that increases the habitat's site.
- Make them mini-ecumenopoli. Similar districts, just max 6 of them.
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