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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!
 
Two suggestions:

1) instead of a planetary decision, how about you making the ability to upgrade habitats replace the Terraform button? I know that would require a bit more coding, but it would feel much more polished.
2) all the other megastructures have ruined variants, why not habitats? They could still be habitable, but would only have 1-3 districts on them (randomly). Additionally, they could come in ruined versions of all three tiers, allowing you to upgrade them directly to whichever tier they previously were. In my opinion, that would help spice up the galaxy a bit.
 
Can we very quickly get some comfirmation on those new background rooms we found on the gfx folder of the game? they're really cool and i'm hoping you can say if they'll come out with this update
 
sincerly orbital habitats are not my things right now , they are expensive and worthless with many maintenance problems ( i talk as machine race player ) sooo unless you fix and improve it i am gonna avoir using and constructing them
 
Very interesting!

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?

Genius idea. Alternatively can we have habitats or megastructures able to coexist with mining or research stations and automatically remove them on building start/finish.
 
@NHunter_rus has pointed out that game engine limitations prevent this. I guess the only way we can use a moons resource is if they allow us to build habitats on moons.
I don’t see why not... when adding a deposit to a moon, add a matching planetary feature to the planet. When the “lunar exploitation building starts construction (limited by the planetary feature) remove the moon deposit and add a flag indicating the deposit type and value. When the building is removed re add the deposit (checking the flag to determine deposit type) and remove the flag.
 
Regarding the deposits, are you aware that the 5 Zro deposit from the Zroni precursor homeworld doesnot currently have an equivalent habitat deposit so it's all lost upon construction of a habitat above it?
 
Regarding the deposits, are you aware that the 5 Zro deposit from the Zroni precursor homeworld doesnot currently have an equivalent habitat deposit so it's all lost upon construction of a habitat above it?
I think this is fixed in the 2.6.3 beta notes?
 
More on topic i kinda what to give my thoughts on this update which is: i really really feel like this is a step backwards, Habitats remaining as hyper specialized population centers and being kept as small as they are in terms of available districts is good, but now reducing their district count to 4 as the unlocking tech, a next tier with the same amount of districts as before and a final tech that funtionally replaces the old voidborne perk is just exacerbating the problem by making habitats even more constricted in terms of how much population they can have at a given time. to me Voidborne would mean (i mean if we are speaking of reconciliating lore and concepts with gameplay) that the species that ascends to that level of mastery should mean they can build habitats capable of rivaling the smallest of planets (aka making the cap +2, so 10 districts at maximum instead of lowering the base building to a pathetic -2) even if this change is not possible the influence cost should be reduced equal to the new lowered starting districts to like 50 since even with the current 6 districts it already feel extremely overpriced at 200 influence
 
Does this raise the amount of buildings on habitats to 18?
I also would like the know the details of this. I think there is some other ability in the game that gives "free" slots but I haven't used it. So does the slot count go to 18 (probably not as the UI would be screwed up), or do you always have 2 building slots opened up that you normally wouldn't, and the max slots is still 16 but that opens up at 65 pop?

If the later...perfect, because I like to use my habitats as refinery stations as they have the more reduced upkeep than planetary refinery worlds. But, the unemployment is a drag and a waste of pops...atleast if the later, I'd have 2 more spec resource slots opened earlier and less unemployment - might make using commercial megacomplex a bit more viable to give the unemployed something to do.
 
Couple questions:

-Will Gestalts get some ways to generate amenities more readily on habitats? Tying their maintenance drones with city districts works well on planets, but for habitats they only get +2 jobs per city district, making higher population habitats less appealing/sustainable. The only other offsets atm are spamming resource silos, or synapse nodes for hives, while non-gestalts can just put down a few commerce megaplexes and otherwise ignore the issue.

-Also, will there be an option to deconstruct habitats in general? Mostly due to the AI still spamming them uselessly
 
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As someone who almost exclusively plays the Void Dweller origin, I must say that I love these changes and the new Habitat textures, you guys are awesome - thank you.

Now I know you said that tradition changes regarding Habitats are likely out of scope and I know you guys have your hands full, but I beg you, do at least some kind of minor update so Void Dwellers get something from finishing the Expansion tree. As a Void Dweller, I like going for Expansion first because of the bonus for Pop Growth Speed, but nothing feels worse than finishing the tree and getting literally nothing out of it (unless you get early Droids for planets). Prosperity also feels awful to finish because you get nothing out of the two City District traditions but the rest of tree is powerful enough to offset it, unlike Expansion tree.
 
It's not possibile to have a game rule to avoid habitat building or to put a max number to them like the "Habitable Planets" one, or at least let only human players to build them? I don't have a particular dislike of habitats, but in late games the AI build so many of them than the game lags a lot on my computer for the excess pops.
Another effect of the "habitats spam" done by the AI is that every war becomes incredibly tedious when there are like five of them per system.
 
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I also would like the know the details of this. I think there is some other ability in the game that gives "free" slots but I haven't used it. So does the slot count go to 18 (probably not as the UI would be screwed up), or do you always have 2 building slots opened up that you normally wouldn't, and the max slots is still 16 but that opens up at 65 pop?

If the later...perfect, because I like to use my habitats as refinery stations as they have the more reduced upkeep than planetary refinery worlds. But, the unemployment is a drag and a waste of pops...atleast if the later, I'd have 2 more spec resource slots opened earlier and less unemployment - might make using commercial megacomplex a bit more viable to give the unemployed something to do.

My guess is that it unlocks them earlier like the adaptility tradition.