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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.581
www.paradoxplaza.com
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.

upload_2020-4-9_9-16-6.png

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.

upload_2020-4-9_9-13-8.png


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.

upload_2020-4-9_9-14-21.png


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:

upload_2020-4-9_9-14-44.png

Humanoid Habitats


upload_2020-4-9_9-14-55.png

Plantoid Habitats


upload_2020-4-9_9-15-8.png

Lithoid Habitats

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