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Greetings to the void-dwellers and planet-bound alike!

This week we’ll be talking about some changes we’re planning on making to the engineering marvels that are Orbital Habitats. These are currently slated for the May update that grekulf mentioned two weeks ago.

Introduced in Utopia, Orbital Habitats provide a way to continue some form of limited expansion after colonizing all of the habitable planets within your empire. In the 2.3 “Wolfe” update, we added some specialized districts to them based on the celestial body they orbited, opening up the possibility for things like building dedicated astro-mining facilities, and recently in Federations, we added a Void Dwellers origin which let you start your empire among the stars in three habitats.

This May, we’ll be introducing multiple tiers of habitats. These will be accessible to anyone with the Utopia expansion or using the Void Dwellers origin from Federations.

The first tier of Orbital Habitats now comes a bit earlier in the tech tree and require fewer alloys to build. The basic Orbital Habitat is smaller than the old version, starting with 4 district slots. They also have a simpler appearance than the ones currently in the game, a core of a station to build upon later.

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Fungoid Orbital Habitat

The Habitat Expansion engineering technology is placed around where the Habitat technology used to be in the tech tree, and will allow you to upgrade an Orbital Habitat that has filled all of its districts to an Advanced Habitat using a planetary decision that costs some time and alloys.

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Upgrading to an Advanced Habitat provides 2 additional district slots and allows basic housing buildings to be built even for normal empires.

The Advanced Habitat upgrade adds a ring of modules around the central core.

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Avian Advanced Habitat

A third technology permits upgrading a fully developed Advanced Habitat that has a Habitat Central Control into a Habitat World.

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Habitat Worlds have 8 districts, shown as another ring of modules around the habitat.

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Humanoid Habitat World

The Voidborne Ascension Perk has undergone a few changes as well.

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The perk now gives each of your habitats 2 additional building slots and automatically grants access to the Habitat upgrade technologies. Regular empires with the perk can also build advanced housing buildings on their Advanced Habitats and Habitat Worlds instead of being limited to only basic structures.

Void Dwellers will automatically start with the Habitat Expansion tech option available for them to research, and their primary habitat will begin as an Advanced Habitat while the other two will begin as somewhat cramped regular Orbital Habitats. In our internal playtests, we’ve found that Voidborne is exceptionally valuable for them to pick up early for the extra building slots, and the reduced alloy cost of building new habitats should relieve some of the additional pressure caused by the smaller starting size of their secondary habitats.

During this pass we’ve taken care of a handful of other habitat related issues, such as those built above nanite deposits now retain the nanite production, and habitats built above Zro, Dark Matter, Living Metal, or Nanite deposits are now treated as research habitats. As a quality of life improvement, you no longer need to remove orbital mining or research stations to build a habitat, the construction process will automatically disassemble them upon habitat completion.

Here are the full tiers of a few of the habitat types:

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Humanoid Habitats


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Plantoid Habitats


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Lithoid Habitats

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Next week we’ll have another sneak peek at the May update, see you then!
 
@Eladrin

Turn the marauders into habitat dwellers please! Make their stations that they have right now habitats that are equipped with the same guns as they are right now.

Also, PLEASE make it so stationing armies on owned planets reduces their upkeep. PLEASE!
 
Does this mean that the bonuses on Voidborn are going away and being replaced by the above?
Yes. The screenshot is the modified version.

(Several comments on traditions.)
I'm not thrilled with current interactions between traditions and habitats, but major changes to them are likely out of scope at this time.

Are you aware of the bug where the Capital habitat loses its Capital destination when you develop it for a time?
Yeah, capital habitats are intended to retain their capital designations instead of having it changed on them.

What are your ideas about 'upgradable' mining/research stations? That is, you upgrade them directly into habitats rather than destroy them and build in its place?
You'll no longer have to destroy them to build them, it'll dismantle them automatically.

Will the two extra building slots be permanently unlocked for any habitat that passes through the hands of an empire with the Voidborne perk?
Shouldn't be. It's a triggered modifier on the capital building. Excess buildings should get ruined if the habitat changes hands.

I'm assuming influence cost remains the same? Will this be applied when building the new 'basic' style, or be a cost for upgrading one to the normal/advanced tiers?
Currently the influence cost is still front loaded. The upgrade decisions are currently just alloys and time.
 
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Could you look into another solution for void dwellers not liking planets? The subspecies solution isn't really ideal. The subspecies sometimes grows on your normal habitats and you can genemod the planet ones to be the regular ones. It would also be nice if void dwellers wouldn't hate living on ring worlds.Isnt that just a gigantic habitat?
 
Allowing everyone to build full-sized habitats does look like a big step forward for habitats, but i'm wondering about Voidborne and traditions. What is the current internal price for building a basic habitat?
What about reducing their influence cost? 200 influence is rather steep for a small planet

What kind of costs should we expect for the upgrades?
Will it amount to the current total price of a habitat - i.e 5k alloys?
Also can we build a full-sized habitat from the start or only step-by-step?
 
I disagree with you, atm you pay 500 mineral to have district that can provide specialist job and housing on habitats where as you need 400 minerals for a simple building whitout housing on planet and with one less job (by paying more ressources you can upgrade it but now you can do the same on habitats). The best exemple for this are labs vs district lab (and we all now that currently tech is nearly king) and service & commercial building vs commercial district.

Normally I would agree with you, but since habitats are usually housing-limited in terms of building-slots, building anything other than a housing district on habitats has a huge opportunity cost... Which makes it extra-problematic that the housing districts on habitats are so bad.
 
One thing of note, +20% habitability may not mean much unless the +5% habitability tech's only apply to planets.

Also, can habitats placed above habitable planets give agriculture districts?

And habitats placed above trade deposits get an inherit trade value boost?
 
I think lowering the influence cost for the tier 1 habitat and requiring upgrading to cost influence would be better. It gives a choice of having many low tier habitats or a few better ones. Without an influence cost for upgrading I don't see why you wouldn't do it otherwise. But spending your limited influence on it is a decision that should carefully considered.

Also can it made possible to rebuild stations/habitats over planets that once already had one? Eg after the crisis destroyed one? You can reclaim your planets after the crisis consumed them, so I think void dwellers should be able to rebuild habitats as well. I honestly don't know if not being able to rebuild habitats is intended or a bug.
 
One thing of note, +20% habitability may not mean much unless the +5% habitability tech's only apply to planets.

Also, can habitats placed above habitable planets give agriculture districts?

And habitats placed above trade deposits get an inherit trade value boost?

Agridistricts over habitable worlds would be awesome.

I would also like getting a bureaucracy district that grants bureaucrats if build above an ecumenopolis.
 
Thank you for this nice Dev Diary @Eladrin

(...)
Do you plan to give the Void Dweller Origin some unique Traditions (like Life-Seeded f.e.) that replace some of the obsolete ones like Prosperity?

I think void dwellers are not the only empires that could use some tweaks within traditions and ascensions perks.

Are you aware of the bug where the Capital habitat loses its Capital destination when you develop it for a time?
(...)

Also, are you aware there is a bug that prevents resettling pops between habitats?

More over when I invaded primitive civilization I also could not resettle pops onto a planet to keep my new slaves in check - even with terrible habitation penalties.
Sadly this issue really ruined my playthrough, and sapped my joy from playing federations dlc. ;(

The reason in tool-tip was "There is no valid planet to resettle this pop"
 
As a quality of life improvement, you no longer need to remove orbital mining or research stations to build a habitat, the construction process will automatically disassemble them upon habitat completion.
Now this is much appreciated.
...does this mean the AI can finally build useful habitats?
 
Question, will we be getting new housing buildings?

Don't get me wrong I love my pops, from the most powerful ruler to the lowliest worker (which often are robots) and I make sure that they are all happy, but I can't just give them all luxury residences once the districts are all used up. Like how would they be luxuries if everyone has them?

Pheraps you could make housing specifically designed for habitats?
 
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Upgrading to an Advanced Habitat provides 2 additional district slots and allows basic housing buildings to be built even for normal empires.
(Voidborne perk)
The perk now gives each of your habitats 2 additional building slots and automatically grants access to the Habitat upgrade technologies. Regular empires with the perk can also build advanced housing buildings on their Advanced Habitats and Habitat Worlds instead of being limited to only basic structures.

Question, will we be getting new housing buildings?
So yes and no. No, not new housing buildings, but yes, housing buildings.
 
(Voidborne perk)



So yes and no. No, not new housing buildings, but yes, housing buildings.

Well I am glad about that, finally I won't have to worry every squared inch of me sick about leaving some of my habitat dwellers homeless. But still they should considering addying more variety to the housing options in my humble opinion.
 
Very nice, these should be a great improvement to habitats. It'll also give empires that are boxed in without many planets an early game option to keep up with larger empires which is a good meta-balance move. Hopefully the AI won't spam uncolonized habitats like they have previously though...

One note of concern though, currently pop growth is the key variable in getting stronger, and the best way to get more pops is to colonize more planets. With earlier and better habitats will the meta now be to spam as many habitats as possible to grow pops until the micromanagement makes you give up, or are there downsides preventing you from just churning them out?

Also, to go along with this, another look at planet/sector automation to reduce lategame micromanagement hell is desperately needed.
 
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