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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!
 
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.
An early habitat that can be entirely dedicated to research can also be useful, especially before you can get an ecumenopolis. Research districts are extremely powerful. The ability to have as many researchers as you want immediately is the main reason that Void Dwellers is one of the two strongest origins. The other being ringworld due to, drum-roll, having access to research districts!

Otherwise, as you said, the main value of habitats as a normal empire is to keep expanding after you've taken all available planets in the early and mid-game.
 
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.
The void dweller trait is different from habitability. On habitats, they get a massive production buff but outside of that, it turns into a pop growth penalty. This mechanic is completely different from habitability.

They still have the bonus of 100% gaia world habitability but they lose the void dweller buff and gets a penalty.
 
The void dweller trait is different from habitability. On habitats, they get a massive production buff but outside of that, it turns into a pop growth penalty. This mechanic is completely different from habitability.

They still have the bonus of 100% gaia world habitability but they lose the void dweller buff and gets a penalty.
But you can Gene Mod the bonus back on your POPs. The penalty only applies to freshly grown POPs.:)
 
Any chance we could get the ability to dismantle habitats?
The AI has a tendancy to build hundreds of them. It get's annoying to deal with all of them after conquering some empires.
Let us get like half the resources back when dismantling. Or something like that.
 
It's been a long time dream of mine to include a flotilla-like race, similar to mass effect's quarians.

The key to making this work imho, is:

It needs the ability to incorporate defense systems, it needs to be potentially destructible (if there is no threat of destruction, there is fundamentally no difference of it being a planet, and even then planets should be destructible endgame anyway), it needs to be mobile, it needs to be expandable (ie, we can upgrade the size in the game, and build secondary stations). Like most things, more choice is better when it comes to those things, so having drop down menus for each to customize them is likely a must, ie, how much resources does moving take? How fast does it occur? etc.

I can understand the logistics of that may seem hard, but I would argue it's worth it. For people where it gets too taxing on their system to do all that stuff, they can either not play that type of race, or upgrade their rig.

Since most of this tech already exists in game it shouldn't be too much of a headache, but I'm trying to do the KISS thing so we don't end up with a product that delivers cosmetically and fails conceptually.



 
On the note of AI interaction with habitats. Maybe have a code where they are less inclined to build them. So void dweller origin one's would be more inclined to build them than non-void dwellers. If an empire has plenty of planets to work with that haven't be settled it's less incline to build them. If the AI has X number of new colonies, it's less incline to build them. Also maybe have a CD on how often the AI builds them. All of this could adjust with AI difficulty too.
 
It needs the ability to incorporate defense systems, it needs to be potentially destructible (if there is no threat of destruction, there is fundamentally no difference of it being a planet, and even then planets should be destructible endgame anyway),
IMO any sort of "world-ship" would NEED to be indestructible and able to be captured the same as planets. Make it work on Engimatic Fortress/Automated Dreadnaut/Starbase rules: once whittled down to 0 HP, it would go inactive for a time and provide a window to occupy it (or rescue it).
 
Can we get an update on AI and performance improvements? I understand that some devs are purely there for content creation and cant do bug fixing, and I know you cant sell dlc that is just bug fixing, but the game simply is pretty broken.
 
Easy solution to the district number limit for moon deposits: Have rare moon deposits add the ability to construct extraction buildings (including new ones for nanites etc.), but in numbers limited by the number and size of the deposits. For basic resource deposits, simply multiply their output based on habitat tier. This would continue the tradition of "building a habitat over a deposit lets you exploit it more effectively", like how mining habitats have a much higher potential mineral output than the deposits they're built over.

Or just multiply all deposits based on habitat tier. Something like a 15-20% bonus per tier, so a L3 habitat would give +45-60% yields from moon based resources. I pulled the numbers out of my ass; just illustrating the concept. Obviously it would need tweaking for balance.


We should also get the 4th district based on moon deposits, with the choice of which district being given when the habitat is built in cases where the moons have multiple deposit types.

In regards to complaints about habitats being useless compared to terraformed planets, consider strategic placement. A fortress habitat placed at a major chokepoint can hold off invaders for a looooong time - long enough to get a fleet there to chase them away.

Also, cramming together multiple trade habitats in close proximity solves the piracy problem without gateways or patrols - and if you set it up right (have it collected *next to* but not in your home system and have your shipyard at home station), docked ships get piracy suppression XP for all the trade that isn't being produced by the home system itself. I'll typically have a level 3+ admiral by midgame with no combat using that trick. Or more than one if I so desire - logistician for mop-up savings, aggressive or unyielding for corvette swarms, gale speed for getting places fast and helping battleships catch up to corvettes, etc.

And habitats are easier to build to spec when you don't get the kind of planet you need - in particular, they're a great way to expand your mineral production without expanding your borders pre-decompresser era.
 
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It still gives +2 districts to habitats. You can't upgrade to tier 3 habitats without the voidborn ascension perk.
What is the basis for this claim? The devs haven't said that anywhere in this thread AFAICT, and the Advanced Space Habitation is simply described as "a third technology" with no implication that it requires an AP to access. Yes, the AP makes it a guaranteed option, but that doesn't mean you can't get it without the AP. Unless the devs said so elsewhere, it seems safe to assume you can pick up the tech without the perk.

Which means no, the perk does not give you any more district slots than you can get without it. Which sucks. You can already unlock all building slots using only non-slave non-undesirable non-robot pops and without overcrowding if you take Voidborne. 8 housing districts (64 housing) plus the upgraded capital (5 housing) gives 69 housing; at even an easy-to-get 10% housing reduction (available to every species archetype, and to some empires available as a tradition) that's 76 pops without overcrowding, enough to unlock ever building slot. That's without even using the Adapability tradition tree; get Adaptability and put a bit of extra squeezing into it, and you can fill every building slot without even taking Voidborne (6x8 housing from districts + 5 from capital = 53, at 0.8 housing / pop that's 66 pops and you only need to reach 70 to unlock the last building slot).

Slaves (including robots) and undesirables make it easy to unlock every building slot, without Adaptability or Voidborne. Giving an extra two building slots isn't worthless, but it sure isn't as good as giving two district slots. I'm not even sure it's as good as giving one!
 
What is the basis for this claim? The devs haven't said that anywhere in this thread AFAICT, and the Advanced Space Habitation is simply described as "a third technology" with no implication that it requires an AP to access. Yes, the AP makes it a guaranteed option, but that doesn't mean you can't get it without the AP. Unless the devs said so elsewhere, it seems safe to assume you can pick up the tech without the perk.

Which means no, the perk does not give you any more district slots than you can get without it. Which sucks. You can already unlock all building slots using only non-slave non-undesirable non-robot pops and without overcrowding if you take Voidborne. 8 housing districts (64 housing) plus the upgraded capital (5 housing) gives 69 housing; at even an easy-to-get 10% housing reduction (available to every species archetype, and to some empires available as a tradition) that's 76 pops without overcrowding, enough to unlock ever building slot. That's without even using the Adapability tradition tree; get Adaptability and put a bit of extra squeezing into it, and you can fill every building slot without even taking Voidborne (6x8 housing from districts + 5 from capital = 53, at 0.8 housing / pop that's 66 pops and you only need to reach 70 to unlock the last building slot).

Slaves (including robots) and undesirables make it easy to unlock every building slot, without Adaptability or Voidborne. Giving an extra two building slots isn't worthless, but it sure isn't as good as giving two district slots. I'm not even sure it's as good as giving one!
Having played pretty extensively with habitats my last game as a indentured assets megacorp, I can safely say that its not actually terribly easy to stack population into a habitat while maintaining any sort of useful stability rating. Never unlocked all the slots on any of them.

This reeks of minmax outliers and isn't really very important for most players' interaction with the perk.
 
Having played pretty extensively with habitats my last game as a indentured assets megacorp, I can safely say that its not actually terribly easy to stack population into a habitat while maintaining any sort of useful stability rating. Never unlocked all the slots on any of them.

This reeks of minmax outliers and isn't really very important for most players' interaction with the perk.
You can get by with high amenities as a megacorp. With psionics you can stack it even higher. I think I've manage to get into 20+ overpopulation but that's in the capital and not even full housing setup.

I think robots is the way to go without going synths so you don't lose happiness. Megacorps don't really have much stability boosting options besides high amenities. Not really min-max but its possible with full housing and high happiness and amenities, then squeeze the last few pops with robots. Don't forget you're deep space blacksite.

If you really want min-max stability, it's shared burden or aristocratic elite, byzantine bureaucracy and police state. Then go psionics with psi corps and psionic governor.

Overall, not really worth it from the cost in rare resource. Just doing it in the capital means several refineries and the minerals to feed them. Very hard to do as a habitat spam void dweller.
 
I'd rather give habitats fixed districts types (ecum / ring-woirld like) and scrap their housing for good. Habitats should be all about specialization, otherwise get a planet.
If you want a refining T1 habitat, make 2 mining and 1 refining district, fill some building slots with +% production, get pops and that's it. Want something else, build another habitat.
Also, please, rebalance the number of building across the board, bigger = more space.
 
Having played pretty extensively with habitats my last game as a indentured assets megacorp, I can safely say that its not actually terribly easy to stack population into a habitat while maintaining any sort of useful stability rating. Never unlocked all the slots on any of them.

This reeks of minmax outliers and isn't really very important for most players' interaction with the perk.
Domestic Servitude? Servant pops use less than half a point of housing, so it's easy to get enough to unlock the slots without overcrowding. They give amenities, so your happiness (especially of your non-enslaved pops) and therefore stability should be fine. The only restriction on being able to fill the building slots with an option like this is just having enough pops.

Obviously, this assumes you're using the habitation districts for housing, and the building slots for jobs. If you try using the districts for jobs, sure, you won't have enough housing to fill out the slots without "minmax outliers" (like stacking undesirables)... but that's true on planets, too.
 
why isnt this showing on the "front page"?
 
^i mean in the paradox "news" page you see when you first log in

you know, the place where they list all dev diaries
 
Domestic Servitude? Servant pops use less than half a point of housing, so it's easy to get enough to unlock the slots without overcrowding. They give amenities, so your happiness (especially of your non-enslaved pops) and therefore stability should be fine. The only restriction on being able to fill the building slots with an option like this is just having enough pops.
IIRC Servant Pops also gives 0.5 housing per pop so they actually use -0.25 housing
edit: no apparently the do use 0.75 housing, although i can swear they used 0.25 in a MP game with my friend
 
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