Stellaris Dev Diary #176 - Habitat Tiers

Stellaris Dev Diary #176 - Habitat Tiers

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Spyre2k

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I'm torn on this update mainly because it seems to only slightly improve Habitats and there is too little info on details.

Before you could get 8 Districts with the Void Perk on a Habitat. Now it sounds like you don't need the perk it just makes the tech appear sooner. The extra building slots I'm skeptical on as I've seen mods which add "extra spots" via a Tradition and it doesn't really add more slots it just lets them unlock sooner. But your max number of slots remains the same. Granted this is the Devs and not some Mod so they could do more but I'm waiting to see.

Much of the rest is hard to know without any hard numbers. A size 4 colony is tiny and the question is how much does it cost to setup? It's supposedly cheaper but how much cheaper at that? Also Alloys were never really an issue, once your economy gets going a Habitat is the cost of like 2 BS and I field dozens of those mid game, and hundreds late game. It is the influence cost that really hurts and when it comes to Void Dwellers no other race has to spend influence to setup new colonies which really hinders anyone going for a pure Habitat run.

The main limiter on getting Habitats is Influence cost. And because of this it's often more economical to build Ring Worlds once I get the tech. I can only easily drop the like 50K Alloys per 300 Influence by late game in vanilla to build a ring world and often times even with the 3 Mega structure building at same time limit I still have excess alloys to burn.

When it comes to Habitats they often become available only a short period before other Megastructures like Ring Worlds. So knowing how much earlier would be helpful to know if it's going to matter? Will be get them around Destroyer or Cruiser techs? Or will it only be slightly earlier than it is now?

The main thing I do have high hopes for with this update is something I've been saying should have been there form the start, the ability to make housing buildings. Back when districts only gave jobs this was a huge issue that really hindered Habitats. But now with districts working like planet districts in giving jobs and housing the issue is not as bad, though they still need housing to help them grow more.
 

majikero

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Before you could get 8 Districts with the Void Perk on a Habitat. Now it sounds like you don't need the perk it just makes the tech appear sooner. The extra building slots I'm skeptical on as I've seen mods which add "extra spots" via a Tradition and it doesn't really add more slots it just lets them unlock sooner. But your max number of slots remains the same. Granted this is the Devs and not some Mod so they could do more but I'm waiting to see.

Much of the rest is hard to know without any hard numbers. A size 4 colony is tiny and the question is how much does it cost to setup? It's supposedly cheaper but how much cheaper at that? Also Alloys were never really an issue, once your economy gets going a Habitat is the cost of like 2 BS and I field dozens of those mid game, and hundreds late game. It is the influence cost that really hurts and when it comes to Void Dwellers no other race has to spend influence to setup new colonies which really hinders anyone going for a pure Habitat run.
The reason why pops is power is because of building slots. Resources is really easy to come by but getting more building slots needs more pops and more pops is more drain on resources. If my 10 pop habitat already makes more alloys than your 20 pop world, I'm in a stronger position than you.
 

Tyro

Second Lieutenant
The reason why pops is power is because of building slots. Resources is really easy to come by but getting more building slots needs more pops and more pops is more drain on resources. If my 10 pop habitat already makes more alloys than your 20 pop world, I'm in a stronger position than you.
That and passive trade value per pop.
 

Mr. Wiggles

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Nov 4, 2015
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I am a bit late to the party but...
Imo:
1) Void dwellers should get a special, high-tier habitat capital building.
2) Habitats should have their own design.
 

Moonshadow101

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Apr 2, 2011
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Very happy to read this. I swapped one of my go-to empires over to Void Dwellers when Federations came out, and was disappointed by how flat the experience was. Having tiers to work through will be a big improvement.
 

Studoku

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Jul 31, 2014
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The AI is building habitats because their fleets are maxed out and they don't know how to upgrade their shipyards to get more naval capacity.
Naval capacity came from pops in the 1.0 release and that's all the AI knows.
 

Aepdneds

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Apr 6, 2017
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Could you also add the possibility to build habitats above moons and asteroids instead above planets only?
 

strangebloke

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Jan 13, 2019
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Mostly, I'm just holding out for better capital buildings, and districts that actually improve over time. I think their idea is that you're supposed to be using the building slots for housing and the districts for jobs, but that seems rather against how the game has been designed thus far. The housing buildings have always sucked as long as they've existed.
Much of the rest is hard to know without any hard numbers. A size 4 colony is tiny and the question is how much does it cost to setup? It's supposedly cheaper but how much cheaper at that? Also Alloys were never really an issue, once your economy gets going a Habitat is the cost of like 2 BS and I field dozens of those mid game, and hundreds late game. It is the influence cost that really hurts and when it comes to Void Dwellers no other race has to spend influence to setup new colonies which really hinders anyone going for a pure Habitat run.
I think you're misunderstanding the goal here, which is to enable more habitats in the early to mid game.

If anyone wants a pure habitat run, then the devs should probably add that in to the void-dweller origin. But such an arbitrary restriction is never going to be an optimal strategy.
Before you could get 8 Districts with the Void Perk on a Habitat. Now it sounds like you don't need the perk it just makes the tech appear sooner. The extra building slots I'm skeptical on as I've seen mods which add "extra spots" via a Tradition and it doesn't really add more slots it just lets them unlock sooner. But your max number of slots remains the same. Granted this is the Devs and not some Mod so they could do more but I'm waiting to see.
I'm pretty sure that this is similar to the adaptation bonus where you get an early unlock. But that by itself makes habitats a lot easier to use which is, after all, a big goal here.
 

Raiwons

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Jan 2, 2013
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Voidborne without extra 2 districts seems so useless. 2 extra building slots dont do much, basicly that means you build one housing building and one researchlab on tech habitat and each of them still cost rare resource to maintain. Maybe this makes refinery habitats betters, i suppose that was aim of this "upgrade".
Ignore voidborne and take any other perk. Almost all of them except maybe mastery over nature is better if you are void dweller.
 

strangebloke

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Voidborne without extra 2 districts seems so useless. 2 extra building slots dont do much, basicly that means you build one housing building and one researchlab on tech habitat and each of them still cost rare resource to maintain. Maybe this makes refinery habitats betters, i suppose that was aim of this "upgrade".
Ignore voidborne and take any other perk. Almost all of them except maybe mastery over nature is better if you are void dweller.
You're missing the point where it also gives you advanced housing buildings that don't require rares. Housing is very much the crunch point for habitats so getting a housing boost is a big deal. It means you can actually use the research/trade districts in the mid game, and it increases the potential of 8-districts habs in the late game.

EDIT: other big thing is that your first AP usually isn't anything too fancy anway.
 
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Raiwons

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Advanced housing who dont cost rare resources? Hmm then this is not so terrible. I understood that advanced house buildings is like those who costs one crystal