There are always many players that hate Habitat. Why? AI used to spawn so many little Habitats, which makes conquering and managing them enormously tedious.
If something is inconvenient in the game, it should give the player a sense of directing something important in the game and help in immersive play. Many of the inconveniences in Stellaris are simply uncomfortable, however. Because it's just a natural result of bad design.
Despite the significant improvements in several patches, it is still the number one reason many players feel Habitats are intolerable. Rely on MODs like No AI habitats.
Is Habitats really an irreparable thing from the very root of design? I think it's a very simple and easy-to-solve problem with proper adjustments if it is implemented by PDX.
The point of the idea is that the concept of building several Habitats in close proximity and managing them as a single group, adding higher upgrade steps than the current final upgrade of Habitat. Those upgrades are graphically multiple habitats, but the system just works as a single habitat with a much larger size. Like the size of 12 (6 sizes 2 Habitat clustering), 40 (8 sizes 5 Habitat clustering), or even larger.
And making AIs prefer to upgrade a small number of habitats as much as possible, rather than building new habitats. And build new habitats only as the very last resort.
It will have a much better(less) lag effect than it is today. Conquering, or managing them will be so much easier.
When AI chooses where to build Habitat, it will also be helpful to increase the weight of the exploitable resources, especially the three strategic resources(Exotic Gases, Rare Crystals, Volatile Motes).
After researching advanced Habitat tech, adding the ability to build a Habitat with as much upgraded as possible (one-click order to build a Habitat to directly to maximum upgrade available) will be a great help for player convenience.
Adopting Habitat restriction system like Habitats Capped Dynamic, Gigastructural Engineering & More will be very useful.
If something is inconvenient in the game, it should give the player a sense of directing something important in the game and help in immersive play. Many of the inconveniences in Stellaris are simply uncomfortable, however. Because it's just a natural result of bad design.
Despite the significant improvements in several patches, it is still the number one reason many players feel Habitats are intolerable. Rely on MODs like No AI habitats.
Is Habitats really an irreparable thing from the very root of design? I think it's a very simple and easy-to-solve problem with proper adjustments if it is implemented by PDX.
The point of the idea is that the concept of building several Habitats in close proximity and managing them as a single group, adding higher upgrade steps than the current final upgrade of Habitat. Those upgrades are graphically multiple habitats, but the system just works as a single habitat with a much larger size. Like the size of 12 (6 sizes 2 Habitat clustering), 40 (8 sizes 5 Habitat clustering), or even larger.
- Adjustment of Voidborne may be needed, like +(1 + clustering size) Habitat Building Slots instead of fixed +2
- Increasing the max number of building slots may be helpful for huge size Habitat by maxed clustering.
And making AIs prefer to upgrade a small number of habitats as much as possible, rather than building new habitats. And build new habitats only as the very last resort.
It will have a much better(less) lag effect than it is today. Conquering, or managing them will be so much easier.
When AI chooses where to build Habitat, it will also be helpful to increase the weight of the exploitable resources, especially the three strategic resources(Exotic Gases, Rare Crystals, Volatile Motes).
After researching advanced Habitat tech, adding the ability to build a Habitat with as much upgraded as possible (one-click order to build a Habitat to directly to maximum upgrade available) will be a great help for player convenience.
Adopting Habitat restriction system like Habitats Capped Dynamic, Gigastructural Engineering & More will be very useful.
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