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HenkieDePost

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I hope all that terraforming on Mars will not destroy a certain set of 'archives' which lay there waiting for us. These might come in handy later, when a certain 'end game crisis' appears. ;p
 
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BrokenSky

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Might want to wait until the dev diary to jump to conclusions!

Wiz printscreen 24 1 17.png


But you are terraforming Mars...?
 
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The Founder

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How much ppl will be in habitats? Or, they can be upgrade infinitely? Do they have defence systems, or they are "as planets"?
I am pretty sure I am seeing a partially grown Fortification Bar there. So I would guess "counts like planets, but you can blow it up if you want to purge them".
 

MaP_Prime

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So I've already been pretty hyped for the new patch/DLC, but after this and yesterdays teasers I am now more hyped! I am concerned though that orbital habitats and terraforming barren worlds will just make the game too easy when it comes to expanding. I like the idea of having different types of inhabitable worlds, with different races having different environments they can comfortably live on. I really want to see what all this entails in the DD this week, but I do hope there is some sort of cap or limit on habitats.

What I really hope for is that habitats tie into some sort of trade network system. I loved that in Sword of the Stars, being able to build trade posts and establish your own trade networks and I would absolutely love to see that in Stellaris, it is probably my number one want for the game right now. That and having EU4 style trade goods that can be added to the network, which can easilly be the different types of special resources already in the game.
 
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Alectron

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I'm hyped for the next update + dlc almost as much as I was hyped for the vanilla. Unity points, ascension perks, habitable station and terraforming some barren worlds? Stellaris is getting better and better
 
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Milten

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I'm hyped for the next update + dlc almost as much as I was hyped for the vanilla. Unity points, ascension perks, habitable station and terraforming some barren worlds? Stellaris is getting better and better
Pfft, latest dev diary has 300+ likes and zero crosses. I can't remember when I saw it last time. Stellaris team must be bathing in fan excitement right now.
 
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I am concerned though that orbital habitats and terraforming barren worlds will just make the game too easy when it comes to expanding.
Well only select Barren worlds (like Mars) can be terraformed. And the tooltip indicates taht this is not allowed with the basic terraforming tech. You propably need something around "Tomb World Restoration" tech for that. If the terraforming rework made no sense before for anyone, it should make now.

And the Habitats can be as limited as the Devs want them too. They could be 5-9 tiles only easily. Wich would not even compensate for the a reserach penalty of 10% per habitat*


*I asume the values will be different. I still think habitats are there for tall empires and unfeasible for wide ones.
 

MaP_Prime

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And the Habitats can be as limited as the Devs want them too. They could be 5-9 tiles only easily. Wich would not even compensate for the a reserach penalty of 10% per habitat*

Well I am all for being able to inhabit systems that lack a colonizable planet, I hope there would be a requirement on establishing a habitat. Like I don't want to just be able to park a habitat over just any world I want. I would like there to be a requirement, say it has to have a resource (energy, minerals, science) to build over it, and of course add a bonus to it betond a normal mining station. Though I would hope for something more restrictive so I can't just build a habitat over every world like that.
 

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I don't do 'hype', but I'm definitely feeling something similar to when I was in school and the clock said it was almost over. Is that hype?

I'm also thinking of how many mods I'll need to decouple from my giant merged-with-everything-cool personal mod; won't need that 'post-garden' planet class anymore. :p
 

Kedryn

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@Wiz, are the terraformed barren planets going to have minerals and resources on them? I've been setting all of the planets in my game to habitable when I generate a universe and then changing them back to uninhabitable afterwards so that they will have deposits if an anomaly (or stellarite) terraforms them.

Adding an @Wiz to properly contact him. :)

Thanks!
 
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smjjames

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Guys, here's a thought. What if: Barren->dry, Frozen->cold, toxic->wet

There is one event which turns a toxic moon into a continential world though. This was of course, written long before the new habitable worldtypes.

Wiz, are the terraformed barren planets going to have minerals and resources on them? I've been setting all of the planets in my game to habitable when I generate a universe and then changing them back to uninhabitable afterwards so that they will have deposits if an anomaly (or stellarite) terraforms them.

Adding an @Wiz to properly contact him. :)

This would be good too, because currently, worlds that are made habitable via event have zero resources unless it happened to have a mined resource on it, but that's it, no resources otherwise.
 
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Ikael

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I really love the fact that you can only terraform some unhabitable planets, rather than all of them. This way, you still get powerful terraforming abilities and "tall gameplay" without having an end-game galaxy filled of homogeneously terraformed planets a la Master of Orion.
 
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I really love the fact that you can only terraform some unhabitable planets, rather than all of them. This way, you still get powerful terraforming abilities and "tall gameplay" without having an end-game galaxy filled of homogeneously terraformed planets a la Master of Orion.
There's a mod which I like which allows you to colonize asteroids, but the problem with it is that it creates too many colonizable asteroids. If a limited number of uninhabitable worlds will become terriformable, that would be an awesome bonus!
 

terrycloth

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There is one event which turns a toxic moon into a continential world though. This was of course, written long before the new habitable worldtypes.



Adding an @Wiz to properly contact him. :)

This would be good too, because currently, worlds that are made habitable via event have zero resources unless it happened to have a mined resource on it, but that's it, no resources otherwise.

Continental is a wet type, so that matches?