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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!
 
Great stuff glad to see habitats get an upgrade. A bit of a shame to hear about the interaction with traditions, but it's at least understandable.
Letting us put habitats down on top of existing mining/science stations is a nice quality of life change, thank you as is making strategic resource stations a bit more useful. If I might recommend another QOL though, can you change the techs that add housing to city districts to only show up for empires that actually have the relevant districts much like how tile blocker techs appear when you have the tile blockers to remove. Right now they present a dead tech choice to Void Dwellers that don't have any colonized planets effectively reducing tech options for them.

So just to clarify: Upgraded habitats support the same housing buildings as planets do (eg. Luxury Residences or Communal Housing), while Voidborne adds entirely new, habitat specific housing buildings?

Any chance we will see a Habitat equivalent of the Planetary Capital (and maybe the System Capital Complex)?

Has changing the collection of Alloys, Zro, Dark Matter, Living Metal and Nanites into pop jobs (possibly through additional buildings for each) been considered?
 
It still gives +2 districts to habitats. You can't upgrade to tier 3 habitats without the voidborn ascension perk.

No, you can have tier 3 habitats without the ascension perk, but the perk gives you the fixed research options, so you don't have to wait for it to come up. Which means you can research them super early if you want. The other perk 2 bonuses give habitats a large buff to their utility, making it much easier to have large productive populations in them.
 
I think the logic here is that it can be difficult to get to 75 pops on a Habitat, while also making good use of resource districts and without suffering severe overcrowding. Now it's true, at present you can have your cake and eat it when it comes to building/housing by using livestock, Bio-Trophies, servant droids and so on. But maybe the devs have a plan to close that loophole and make housing requirements more balanced across different pop types. On the other hand, on a Habitat where building slots open 10 pops earlier and with the ability to put down advanced housing, it becomes very easy to unlock a bunch of building slots while skipping habitation districts.

The main problem to be honest is that even upgraded housing buildings are barely big enough to be viable unless you have Shared Burdens, and some of the specialist habitat districts aren't very good either. For example, while you could build the habitat on a science deposit, get a lab district and then a habitation building, you're much better off doing it the other way around (i.e. habitation district + lab building) because the numbers are simply better and you don't need the science deposit any more. Perhaps it would be better if the perk gave some additional housing directly (or via buffing districts), rather than simply unlocking advanced housing buildings.
I won't say no to housing buildings myself. They can't be relied upon to grow a world, but they are useful for balancing housing a bit, and the amenities also come in handy (admittedly I use them as much if not more for the extra amenities without taking up jobs).

I WOULD certainly appreciate it if there were something like a Habitat version of Agrarian Idyll that gave the non habitation districts 1 extra housing.

I definitely agree with you that maybe research districts could use a look at. It is kind of a bummer the upgrade path for science habitats is to replace the research districts with housing districts and build labs, and science deposits lose their value by mid game
 
Being able to upgrade habitats might actually make me use them :) looks great. Now all we need to happen is have the AI stop building them by the dozen and not colonizing them.
 
Hope you will see to it that Habitats will become a little better for Machine Empires with that patch.

In 2.6 - 2.6.3, Servitors can't build the Maintenance Depot anymore and Habitats will start at negative stability (due to being at -5 amenities) if you have the expansion tree unlocked.

Either give the Habitat Administration an additional Maintenance job, or make it produce like 5 more base amenities. So the Habitats end up with some loopy stats, like 30 spare housing and neutral amenities when all districts are built (incl the 2 from Voidborne) and 2 slots are used on Drone Storage or anything that adds amenities.

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I think the logic here is that it can be difficult to get to 75 pops on a Habitat, while also making good use of resource districts and without suffering severe overcrowding. Now it's true, at present you can have your cake and eat it when it comes to building/housing by using livestock, Bio-Trophies, servant droids and so on. But maybe the devs have a plan to close that loophole and make housing requirements more balanced across different pop types. On the other hand, on a Habitat where building slots open 10 pops earlier and with the ability to put down advanced housing, it becomes very easy to unlock a bunch of building slots while skipping habitation districts.

The main problem to be honest is that even upgraded housing buildings are barely big enough to be viable unless you have Shared Burdens, and some of the specialist habitat districts aren't very good either. For example, while you could build the habitat on a science deposit, get a lab district and then a habitation building, you're much better off doing it the other way around (i.e. habitation district + lab building) because the numbers are simply better and you don't need the science deposit any more. Perhaps it would be better if the perk gave some additional housing directly (or via buffing districts), rather than simply unlocking advanced housing buildings.

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. Habitability is no problem on habitats, by the time you unlock them and colonize them, you already have habitability bonuses anyway.

Now looking at the Voidborn perk in the future, I see the option for more specialist buildings. But only temporary. The habitability doesn't matter. We don't get maximum +2 districts anymore form the perk. This perk does nothing for Habitats which are already fully developed and filled with pops. So especially with the Habitat start Origin, why would I ever consier this perk? My Habitats are fully developed much earlier, I cannot even make use of unlocking the building slots earlier.

If these building slots are not added ontop of the already possible building slots, then this is literally a downgrade of an already extremely awkward to use Ascension perk.
 
I never bother with habitats to be fair, not enough influence and alloys to spare. I wish I knew how to manage those resources better.
 
The humanoid habitat looks identical to a humanoid starport of similar appearances in all of its tiers, or REALLY close to it. I kinda like the original look for a habitat.

But I'm looking forward to this, some good ideas here for sure honestly. will make me want to try out Voidborne. I just hope the other origins get as much love as this.
 
Isn't this a big nerf?

Previously:

All Habitats: 6 districts
All Habitats w/ Voidborne: 8 districts

Now:
All Habitats start with 4 districts. They need Voidborne ascension perk, a tech research and an upgrade for 6 and another tech and upgrade for 8.

+2 buildings is OK... but Habitats aren't for buildings past the early game. Excess building slots are made irrelevant by Ecumenopoli (CGs and Alloys) and Ringworlds (Research). And Research habitats already exist too, a player who prioritizes them already needs building slots so very much less. The purpose of Habitats is more raw resource extraction (much weakened now, and requires lots more clicks to upgrade several times) and pop growth (still there but cmon).

Are habitats going to get an influence cost decrease or something? Otherwise I see this as a huge nerf to something that is already generally weaker than conquest.

I love the idea in general and the graphical update but it seems to be a case of pay more for less, more clicks to get stuff done, and needing research just to get back to parity.
 
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Perhaps Voidborne could instead increase housing and/or jobs from Habitat Districts by one each? That seems like it would have a tangible and lasting benefit while not being too overwhelming compared to what those who don't take the perk get.
 
Thanks @Eladrin for the dev diary! I'm glad to see that habitats are being expanded upon (in both senses of the word).

Is the team also planning to do a rebalance pass for gestalt habitats (rogue servitors in particular)? I recently wrote a post on Reddit about how the 2.6 amenities changes have put habitats in a weird spot for gestalts:
https://www.reddit.com/r/Stellaris/comments/fxmzzz/gestalts_and_amenities_in_26_a_few_thoughts/

I believe this is a sentiment shared by a fair number of other players (see @akeean's post above).
 
Prosperity tradition fix, a really simple quick and easy solution to this is to add minor bonuses to habitation districts. Add +2 housing to habitation districts along side the +1 city district housing tradition and add +2 amenities to the habitation district along side the +1 clerk job on the city districts tradition. These traditions already give those benefits for ringworlds and ecumenopolises.
 
For me the main problem is the amount of micro necessary for Habitats.

Worse yet: the AI spam them, so when you go to War, your Armies need to land in every single Habitat....
 
More countdowns to the already long countdowns structures have, I dont like it, I get impatient already with how much time you end up staring at countdowns in the middle to late game, definitely something I dont enjoy.