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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!
 
My main gripe is the fact that the Voidborne Ascension perk is already bad right now. And from the looks of it its not going to improve much. Why would you ever use Voidborne right now? You usually have so many more planets, you could just go for the perk that adds +2 district on every planet and gain more from it.

I agree that Voidborne still doesn't look very appealing except for very committed Habitat spammers, but why would you ever take Mastery of Nature? Habitats are arguably overpriced at 200 influence each, but I'd take even a 6-district Habitat over two Mastery of Nature decisions any day of the week. The number of planets you have doesn't come into consideration when MoN gives such bad influence efficiency to start with.
 
Personally, I'm not sure I agree with allowing housing buildings to be built on Habitats. Even pre patch, most of my habitats ended up being 8x Mining and being filled with fortresses for housing. Such behaviour seems to be contrary to the idea of habitation districts? The way I saw the spirit of habitats was that they had habitation districts for housing and then had to balance that against districts which provided jobs.
 
...Gestalts DO get maintenance drones from the housing district on habitats, which is hilarious because gestalts are precisely the empire-type that can't be void-dwellers.

I cant speak for Hiveminds, but gestalts machines are worse on habitats than standard empires. They dont have access the entertainment district that boost their amenities. Neither do they have a good building that could boost their amenities since the changes. This means that gestalts pretty much have to either spam their buildings slots with the inferior housing buildings for +4 amenities each, or just go really heavy on nexus districts, whereas say, a standard empire can just build a cultural district or pop down a holotheatre to cover their amenities needs.
 
Loving these changes as a player that is a huge fan of the void dweller origin.

I'll hold of on completely judging the upgrade approach until I see the alloy cost and the timer for it. I love the juggling that void dweller requires, but don't see an issue with making alloy needs a bit less harsh. After all, roboticists and habitat upkeep already require allows and so do colony ships. I'm hoping this comes with a shorter build timer, but can deal if not because that would still be what we have now. Just the lower alloy costs mean we can get habitat 4 out sooner.

The auto removal of stations is a nice QoL change. Please, tell me this will be done when the habitat completes. This is less a case of, "it would be nice to keep getting the resources while it's building," and more of ensuring we don't have to rebuild the mining or research station because we decide that there is a better spot for that habitat part way through the construction. I mean there is a relic that adds nodes or you end up in a war and decide you really want those alloys for ships.

Gonna second the idea of don't have it be a decision to upgrade the habitat to the next tier. Just replace the terraform button for that functionality.

Also finally nice to get proper housing buildings for normal empires on habitats. I believe gestalts got to use their housing buildings on them. Also nice to get away from the fortress cheese strategy of solving housing needs on those things.

Voidborne change is great and much appreciated. Solves the issue of invaders being moochers that didn't have to invest in the perk for the best aspects of it, if they just took things impacted by the perk away form someone that did. Even though this does remove some of the challenge of managing habitats, there really was a need to make that easier given the limitations and I know in one thread I suggested that maybe there should be free building slots. Housing still has to be juggled too, so the extra slots just make it easier to keep pops both employed and homed. I know you said you're aren't touching traditions, but is adaptability going to be left alone because three free building slots is probably a bit too much and iirc the tradition does impact habitats. Granted, it's been awhile since I've played hive mind with habitats. I'm hoping to see more of this done with perks, traditions and tech. Where you do actually have to do something to get full benefits, and sometimes that's the only way to get benefits, rather than just take it from those that did the investment. Conquering doesn't give you the know how to make something work and the losing side might make it so that you can't just pick their brains to get it.

Also really hope that maybe we could get some band-aid fixes to some of the traditions. I can get why the devs probably don't want to do too much with traditions right now, unless they absolutely have too because origins likely resulted in a need to do a pass over them again for each origin. At least I'm hoping that is in the cards, void dweller is probably the worst offender right now, but it's not the only one where either they get nothing or the current tradition doesn't make much sense.

Can we get special habitats for enclaves and marauders? This would help to make the galaxy feel more alive. Would allow for some new interactions. Special habitats could be setup so that they can't be taken by the player, only destroyed. Don't need a celestial body or at least don't interfere with station construction. Thus they can be given the current weaponry that these entities bases already have. Also means you can make them immune to much of the management that empires are suppose to do. Also can set them up so that they aren't a viable route for players to get pops, so in addition to only being able to destroy them, bombardments that steal pops wouldn't work on them. Maybe give the marauders some normal habitats in addition to the special ones.
 
Personally, I'm not sure I agree with allowing housing buildings to be built on Habitats. Even pre patch, most of my habitats ended up being 8x Mining and being filled with fortresses for housing. Such behaviour seems to be contrary to the idea of habitation districts? The way I saw the spirit of habitats was that they had habitation districts for housing and then had to balance that against districts which provided jobs.
Well, filling the habitats with fortresses for the housing is cheesy and not very intuitive, and really what reasoning is there for not allowing residences?; lore-wise it's not lack of space on a habitat, otherwise leisure districts wouldn't be there.

Habitation districts are very weak, compare with a planet city district which ends up with the same housing but two clerk jobs, while the other districts on habitats are much better than rural ones, with one more job and housing, so using habitation districts never feels right.
 
3 ideas
1. Why not add starbase module=district finally?
2. And add some propulsion to slooowly migrating somewhere (or only jump drive)
3. Create special building/module for space metallurgy or extraclear production

This can justify space pirate republics
or create new space gypsy nations
 
Just yesterday I was discussing in a group the fact that 3000 alloys is too high of an entry point for habitats. What I had proposed was an alloy discount for the voidborne origin but I think this is also a good direction as it makes habitats more viable in general. If the new habitats cost let's say 1000 alloys with a decision that also costs 1000 alloys to upgrade them that would be a good balance. I also expect that the build time for the basic habitat will also be 1/3 the time of the original one, correct?

My question is whether we'll also have influence cost scale linearly as that is also an hard pill to swallow when building new habitats.
 
Could you look into another solution for void dwellers not liking planets? The subspecies solution isn't really ideal. The subspecies sometimes grows on your normal habitats and you can genemod the planet ones to be the regular ones. It would also be nice if void dwellers wouldn't hate living on ring worlds.Isnt that just a gigantic habitat?

One additional problem is that the immigration logic doesn't notice that the world has bad habitability and emigrates there. Your gaia world slave-colonies will fill up with annoyed void-dwelling overlords who moved there thinking it was 100% habitable only to discover that they were 60% less likely to enjoy the planet.

So voidborn trait should really be a planet preference that sets habits (and ringworlds :D ) to 80 and every other class (including Gaia and Relic) to 0. Late game, after you've spent a ton of time upping your habitibility, that represents your people learning to be ok on land again. After all, it's late game.
 
The planned features for this update are looking good so far :)
Void Dweller is my new main way of playing the game.
 
Crazy suggestion. Habitats (especially with this update) already resemble large starbases. Any chance of blurring the line further? Habitats having access to starbase modules and buildings for habitats?
Starbases upgradable to habitats?
starports could be upgraded into starholds or habitats, letting you choose between a military or a civilian station.

It almost makes more sense for all starbases over a certain size (let’s assume star fortresses) to act as mini habitats and implement the pop system, especially in light of nebula refineries and other resource producing facilities which can be built on starbases.

Obviously such changes would have to be balanced with performance, pop growth (which I believe @grekulf has said is worth looking at again) and wether or not it provides good gameplay.
 
Crazy suggestion. Habitats (especially with this update) already resemble large starbases. Any chance of blurring the line further? Habitats having access to starbase modules and buildings for habitats?
Starbases upgradable to habitats?
starports could be upgraded into starholds or habitats, letting you choose between a military or a civilian station.

It almost makes more sense for all starbases over a certain size (let’s assume star fortresses) to act as mini habitats and implement the pop system, especially in light of nebula refineries and other resource producing facilities which can be built on starbases.

Obviously such changes would have to be balanced with performance, pop growth (which I believe @grekulf has said is worth looking at again) and wether or not it provides good gameplay.

That would be nice, but having to invade habitat/starbases in every system even earlier/from the start of the game is something I really don't want.
 
One additional problem is that the immigration logic doesn't notice that the world has bad habitability and emigrates there. Your gaia world slave-colonies will fill up with annoyed void-dwelling overlords who moved there thinking it was 100% habitable only to discover that they were 60% less likely to enjoy the planet.

So voidborn trait should really be a planet preference that sets habits (and ringworlds :D ) to 80 and every other class (including Gaia and Relic) to 0. Late game, after you've spent a ton of time upping your habitibility, that represents your people learning to be ok on land again. After all, it's late game.
But void dwellers already have the habitat habitability. The void dweller trait just turns into a pop growth penalty when not in a habitat which isn't a big deal when you have many habitats growing pops. And balances out with many late game pop growth tech.
 
I've never gotten much use out of habitats, honestly. A lot of influence, a ton of alloys, and way too much time to get, what is in essence, a mediocre (in terms of districts) world at best. I can spend the time and energy credits (in almost all cases far more plentiful than alloys) terraforming a half a dozen better worlds using a technology that is available earlier if I run out of worlds to colonize. This looks like it makes habitats even less useful than before by locking them behind three technologies instead of one, and making them take more time and more alloys to get them to approach a useful level.
 
I've never gotten much use out of habitats, honestly. A lot of influence, a ton of alloys, and way too much time to get, what is in essence, a mediocre (in terms of districts) world at best. I can spend the time and energy credits (in almost all cases far more plentiful than alloys) terraforming a half a dozen better worlds using a technology that is available earlier if I run out of worlds to colonize. This looks like it makes habitats even less useful than before by locking them behind three technologies instead of one, and making them take more time and more alloys to get them to approach a useful level.
And when you run out of worlds to terraform? When your construction ships are sitting around twiddling their thumbs?

That's the niche habitats fill. You won't always need that niche, but it's nice to have it there.
 
I've never gotten much use out of habitats, honestly. A lot of influence, a ton of alloys, and way too much time to get, what is in essence, a mediocre (in terms of districts) world at best. I can spend the time and energy credits (in almost all cases far more plentiful than alloys) terraforming a half a dozen better worlds using a technology that is available earlier if I run out of worlds to colonize. This looks like it makes habitats even less useful than before by locking them behind three technologies instead of one, and making them take more time and more alloys to get them to approach a useful level.
When you've colonize all the worlds then what? Habitats allows you to grow even when there's no more room to grow.

Also void dweller is the best origin and even the devs agree. This change is specifically for void dwellers. People complaining about useless changes doesn't know how this is going to change the habitat only void dweller gameplay. Even the voidborn change is a massive gameplay change to void dwellers. The ability to use two more building slots at the start is massively useful as an ascension perk compared to the extra districts. Now I can't bear to play it till this change since it'll change everything about how to play void dwellers.
 
But void dwellers already have the habitat habitability. The void dweller trait just turns into a pop growth penalty when not in a habitat which isn't a big deal when you have many habitats growing pops. And balances out with many late game pop growth tech.
No, the problem is that the -60% is added as a modifier AFTER the pop moves to the planet, which means when the immigration is being calculated the species uses its default habitibility for the planet (which, for a Gaia world is 100%), so the immigration pull is strong and you constantly have piles of pops moving to the planet. And then as soon as they get there they sit in the corner and pout because they get the -60% modifier added to them as soon as they step off the transit ship.

But they apparently have NO IDEA that this will happen prior to moving.