• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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.

upload_2020-4-9_9-13-24.png

Avian Advanced Habitat

A third technology permits upgrading a fully developed Advanced Habitat that has a Habitat Central Control into a Habitat World.

upload_2020-4-9_9-13-51.png


Habitat Worlds have 8 districts, shown as another ring of modules around the habitat.

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

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

---

Next week we’ll have another sneak peek at the May update, see you then!
 
@ Olterin, unfortunately, vanilla district system is limited to 4 types per planet, and it IS very possible to have a planet with moons that provide more than 1 of { minerals, energy, science }. Which type of district will a habitat gain in such a case?

Yes, I too would like for the moon resources to be useful for habitats, but in the current vanilla system it will only be possible if we're allowed to build habitats around moons.

If the moon offers a rare resource it gains the district type of the rare resource. Otherwise it gains the district type of the largest deposit.


Also the Dev diary mentions that the special special resources will be treated as research deposits for district type. Can regular rare resources be considered as a district type too? Currently you only gain rare resource deposit on the habitat, can't it also unlock mining districts too?
 
Can you look into the case of Gestalts (Hive minds in particular) getting actual -rebellions- on Habitats? I didn't know Hive Minds could have rebellions, but its happened to me before.
 
@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.
Ah, that's a shame. Then I hope we can build them around moons eventually. At least large ones like Olterin said. I've seen a good amount of mining deposits I couldn't use because they were on moons.

Also the Dev diary mentions that the special special resources will be treated as research deposits for district type. Can regular rare resources be considered as a district type too? Currently you only gain rare resource deposit on the habitat, can't it also unlock mining districts too?
I'd prefer if you could have a natural building for every 1 rare resource deposit.
 
@Eladrin

Turn the marauders into habitat dwellers please! Make their stations that they have right now habitats that are equipped with the same guns as they are right now.

Also, PLEASE make it so stationing armies on owned planets reduces their upkeep. PLEASE!
I'm surprised Marauders aren't void dwellers. Despite being, void dwellers.
 
Ah, that's a shame. Then I hope we can build them around moons eventually. At least large ones like Olterin said. I've seen a good amount of mining deposits I couldn't use because they were on moons.


I'd prefer if you could have a natural building for every 1 rare resource deposit.


I too hope for the possibility of moon habitats.

What do you mean by natural building? I am pretty sure it currently grants the option to build the rare resource buildings that don't consume minerals.
 
Have you also fixed the bug when after a habitat has been removed with a collosus, the game think that its still there, and you cant build a new one or another type of station? small but annoying bug :)
 
What do you mean by natural building? I am pretty sure it currently grants the option to build the rare resource buildings that don't consume minerals.
I think I've heard that, but never seen it in pictures or videos iirc. So I'm not completely sure if it's actually the case. I'll have to try it in my current playtrhough where I'm building habitats.
 
I don't get the habitat hate. I just think the AI should be better about using them, rather than spamming them and leaving them underpopulated/empty.
 
These changes look great! For the Void Dweller origin, would you consider removing/replacing Habitat Preference and giving +20% or +30% habitat habitability for the Void Dweller trait (similar to the Survivor trait for tomb world origin)? By doing so, traits/modifiers like non-adaptive or neutron swept will actually affect these pops.
 
Having played a couple Void Dweller games recently, I generally like how this looks. However, the biggest problem I've had with habitats isn't the habitats themselves, it's the Relocation UI. With relatively small populations and lots of colonies, you have to do a lot of pop moving. The three ideas I have for this are: 1. Add a "Relocate All Unemployed Pops Here" Planetary Decision. 2. Add an option to the relocation drop down that just lists all of the unemployed pops in your empire. 3. When the relocation UI is open, left-clicking a planet in the Outliner should set the left relocation panel to that planet, and right-clicking a planet in the Outliner should set the right panel.
 
Suggestion: Add an automatic start colonization to the on_build_complete section of the habitat megastructure. It makes sense that when you build a habitat you are already obviously planning to colonize it, it would be a nice QOL feature. Yes you are slightly reducing player choice of what species to colonize with, but most players favor their main species anyway and resettlement is always an option. This would also prevent the AI (and players for that matter) from being able to build habitats and then forget to colonize them. It is better about this now anyway, but why not remove a potential AI bug entirely?
 
Nice. Void Dwellers was the first Origin I used in 2.6, so this will be a cool improvement. I also echo the WOOHOO at housing :)

As for moons, how about if a habitat is over a planet that his moons with mineable resources, it enables a special building that is a remote work site, giving jobs of the appropriate type. So if the moon has minerals, the building would give miner jobs (number of jobs pending a balance pass). If it had trade value, the jobs could be clerks, etc.
 
Great stuff. In my current game I have 1:1 ratio on planets to habitats so they're very important. Could we maybe get a unique building that consumes energy instead of minerals to produce gases/motes/crystals? Feels like the pressure on minerals right now is a bit extreme. Did not get things under control until my decompressor was constructed. Playing as Gestalt.
 
Housing on Habitats finally is great, but the Voidborne change to have 2 building slots instead of the 2 extra districts looks like a rubbish trade to me. That's a short term bonus that quickly disappears once the habitat is populated where as the 2 extra districts actually made Habitats significantly better later. Doubt i'll be picking this perk anymore as the other bonuses aren't worth the perk slot.
 
The AI still seems to struggle with colonising habitats. It's better than before but I'm still noticing multiple empty habitats in AI empires. Could we possibly get habitats to automatically be colonised on creation?
 
With these changes voidborne is now only useful for void dwellers, who critically need to upgrade their habitats early. Except for paradise domes you gain access to everything this ascension perk offers eventually, even the two additional buildings when you reach the 75 pop mark. It needs something that makes it useful in the mid and late game, or it's just a wasted ascension perk. It could be special buildings, another capital tier, a single additional district, special buildable habitat feautures, something.