Preparing for my first tall empire in 2.2 i did some simplified math to figure out the most efficient way, in terms of empire sprawl, to generate science.
As a baseline i used a less efficient planet with both tier 3 labs and gas refineries in case of stingy rng generating too little exotic gas deposits.
I included amenities but excluded consumer goods, energy credits and food from my equations since those all affect each others consumption and i didn't feel like spending hours calculating the perfect ratios (i'm well aware of my laziness).
Getting to the point:
I calculated that a 8 district habitat would generate roughly 60% the science per empire sprawl compared to the planet baseline... 40% LESS!
That's... abysmal. Especially considering the investment of 2 ascension perks and the high influence cost (200 for 8 districts compared to a ringworld's 300 for 200 districts).
'What about the ecumenopolis?' some might wonder. Those generate over 120% the science per empire sprawl compared to the planet baseline, 2 additional planets for minerals and gas refineries were included in the equation.
No wonder everyone loves to use them, ton of pops per district along with powerful leisure, alloy and consumer goods districts that don't require any strategic resources.
And so i would like to propose some tweak to make habitats worth using:
1. add 2 housing to all non-housing districts (same as planets)
2. add 2 jobs to the research, leisure and trade districts. Gestalt's reactor district is fine as is, being equal to a planet's generator district with the +2 housing tweak.
3. reduce the influence cost by 50-100 points. Maybe a small reduction to the alloy cost as well.
4. increase the upkeep of research, leisure and trade districts by 1 or 2 energy.
This should make habitats equal or slightly more efficiency than ordinary planets when factoring in that they consume no strategic resources. Also they come with some spare building slots that can be used for other things.
As a baseline i used a less efficient planet with both tier 3 labs and gas refineries in case of stingy rng generating too little exotic gas deposits.
I included amenities but excluded consumer goods, energy credits and food from my equations since those all affect each others consumption and i didn't feel like spending hours calculating the perfect ratios (i'm well aware of my laziness).
Getting to the point:
I calculated that a 8 district habitat would generate roughly 60% the science per empire sprawl compared to the planet baseline... 40% LESS!
That's... abysmal. Especially considering the investment of 2 ascension perks and the high influence cost (200 for 8 districts compared to a ringworld's 300 for 200 districts).
'What about the ecumenopolis?' some might wonder. Those generate over 120% the science per empire sprawl compared to the planet baseline, 2 additional planets for minerals and gas refineries were included in the equation.
No wonder everyone loves to use them, ton of pops per district along with powerful leisure, alloy and consumer goods districts that don't require any strategic resources.
And so i would like to propose some tweak to make habitats worth using:
1. add 2 housing to all non-housing districts (same as planets)
2. add 2 jobs to the research, leisure and trade districts. Gestalt's reactor district is fine as is, being equal to a planet's generator district with the +2 housing tweak.
3. reduce the influence cost by 50-100 points. Maybe a small reduction to the alloy cost as well.
4. increase the upkeep of research, leisure and trade districts by 1 or 2 energy.
This should make habitats equal or slightly more efficiency than ordinary planets when factoring in that they consume no strategic resources. Also they come with some spare building slots that can be used for other things.
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normal planet 16+ (75+ pops)
10 housing (+2 housing from tech)
6 mining
1 research institute
6 advanced research complexes
6 exotic gas refineries
2 hyper-entertainment forums
1 science director + 48 researchers
679.65 total science (inc 15% from research institute)
37.75 science per empire sprawl
======================================
habitat (with master builders)
2 housing
5 science
1 leisure
1 research institute
1 science director + 15 researchers
224.25 total science (inc 15% from research institute)
22.42 science per empire sprawl
======================================
ecumenopolis + 2x mining world
8 housing
2 leisure
1 research institute
14 advanced research complexes
+ 2x
2 housing
7 mining
(x other districts)
1 hyper-entertainment forums
7 exotic gas refineries
1 science director + 112 researchers
1562.85 total science (inc 15% from research institute)
45,96 science per empire sprawl
======================================
changed habitat
2 housing (10 housing)
5 science (2 housing + 5 researchers)
1 leisure (2 housing + 3 entertainers + 2 culture workers)
1 research institute
1 science director + 25 researchers
362,25 total science (inc 15% from research institute)
36.22 science per empire sprawl
======================================
normal planet 16+ (75+ pops)
10 housing (+2 housing from tech)
6 mining
1 research institute
6 advanced research complexes
6 exotic gas refineries
2 hyper-entertainment forums
1 science director + 48 researchers
679.65 total science (inc 15% from research institute)
37.75 science per empire sprawl
======================================
habitat (with master builders)
2 housing
5 science
1 leisure
1 research institute
1 science director + 15 researchers
224.25 total science (inc 15% from research institute)
22.42 science per empire sprawl
======================================
ecumenopolis + 2x mining world
8 housing
2 leisure
1 research institute
14 advanced research complexes
+ 2x
2 housing
7 mining
(x other districts)
1 hyper-entertainment forums
7 exotic gas refineries
1 science director + 112 researchers
1562.85 total science (inc 15% from research institute)
45,96 science per empire sprawl
======================================
changed habitat
2 housing (10 housing)
5 science (2 housing + 5 researchers)
1 leisure (2 housing + 3 entertainers + 2 culture workers)
1 research institute
1 science director + 25 researchers
362,25 total science (inc 15% from research institute)
36.22 science per empire sprawl
======================================