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Stellaris Dev Diary #306 - Habitat Experiments

Hi everyone!

I hope your summers have been going well! I got a bit sunburnt, but today we’re back and ready to talk about some of the promising experimentation we’ve been doing with the Habitat system.

We’ll be going through the entire development process in this dev diary, so there’s going to be a lot of ideas that were interesting but were subsequently discarded for various reasons.

Why Are You Looking at Habitats Again?​

The Stellaris Custodian team looks to three primary categories when deciding what to pursue:
  • Directives: Things dictated by me, the Game Director, usually for long term strategic reasons.
  • Community: Things you ask for. Pain points, quality of life improvements, bug fixing, and other good ideas from the community.
  • Passion: Things the individual developers really want to do.

Conveniently, a lot of times all of these align quite nicely.

Let’s start by looking at the history of Habitats in Stellaris.

Habitats were introduced way back in the 1.5 ‘Banks’ update in Utopia.

In 2.3 ‘Wolfe’, alongside Ancient Relics, we removed the Voidborne requirement to build Habitats, adjusted their habitability a little bit, and gave them varying districts based on what they were built over.

The 2.7 ‘Wells’ patch made the next major change to Habitats, adjusting their costs, requirements, and adding multiple tiers.

Since then, we’ve added a couple of special Habitat variants, and various other reworks have shifted their fortunes up and down in the overall balance of the game. Recently, there have been many requests from the community to review the tendency of AI empires building dozens of Habitats when they’re otherwise unable to expand.

Due to how production and population work in Stellaris, this led to an interesting quandary - it is theoretically “correct” for the AI to create many Habitats if it was blocked in, but it was tedious as a player to deal with invading up to a dozen Habitats per system. (The current interactions with population growth have also always been troublesome on the game balance side.)

Habitats were feeling far too common, were too good at certain things, and weren’t capturing the base fantasy that we were looking for. They’re the central pillar of a very popular playstyle that we wanted to preserve, though, so this made them a perfect target for “summer experimentation”.

Everything in this dev diary is considered experimental, and may or may not make it live.
All numbers are placeholders for prototyping purposes only. There is no set release date for any of these changes at this time, but we welcome community feedback.

Different Takes​

One of the most common requests from the Community was to add a Galaxy slider to restrict the use of Habitats. Options could have ranged from banning Habitats entirely, to “Nobody (except Void Dwellers) can create Habitats”, requiring the Ascension Perk to build them again, restricting only the AI, or placing (hard or soft) limits to the number of Habitats that could be built.

We also discussed “what if Habitats cost fractional Starbase Capacity to build” - with Void Dwellers and the Voidborne AP granting discounts to this value. This was more appealing, since the soft cap would control AI use of Habitats nicely without significantly hindering players that wanted to go all-in on them.

These discussions led to some questioning about whether Stellaris Habitats were satisfying the general fantasy well enough, and whether Habitats should be more “hard sci-fi”, with lower habitability bases or even ceilings for those accustomed to planetbound life, and whether we could make changes that would address balance challenges like Hive Void Dwellers.

A More Complex Take​

We made a list of some of the current challenges caused by the existing Habitat system, and this led to the idea of “what if all the Habitats in a system were linked?” We could retain the interesting expansion of Habitats across a system while reducing the burden when seizing the system, and potentially address some of the other problems introduced by an excess number of Habitats in the galaxy.

Alfray threw together an incredibly hacky and utterly unshippable version of this, and continued iterating on it during the Summer.

Under this variant, the first Habitat built within a system is the Central Habitat Complex. Additional Habitats are Support Habitats that add additional space and versatility to the Central Complex. A reminder, many values are grossly unbalanced placeholders in the following screenshots.

At this point I went on vacation, so I’ll turn this over to Alfray to talk about his investigations.

Once More Into the Alfray​

Keep in mind that the numbers shown in the below screenshots are never intended to be the final values, but were used purely for testing purposes of how the systems felt to use and play with.

Firstly, to counteract the expected changes that with minimal Support Habitats, the Central Complex would be small, cramped and overall not great to live on, I gave Void Dwellers extra districts and building slots as a unique modifier (This saw further refinement in a later prototype).

An early version of Void Dwellers

Support Habitats as Megastructures:​


The first iteration of these prototypes made use of Support Habitats as additional megastructures.

Habitat Central Complex, v1
Support Habitat v1
Expanded Support Habitat v1
Advanced Support Habitat v1

In this prototype, we had the maximum amount of each type of resource collection district (Energy, Minerals, Research) limited by the size of the deposits the habitats were constructed over, similar to how buildings for Strategic Resources are limited.

Support Habitats provided additional Districts, Building Slots, and Housing to the Habitat Central Complex, while reducing the Habitability (to reflect the civilian traffic between habitats) as they are upgraded. The final tier also allowed the Habitat Complex to use deposits on moons of their orbited planet.

On the surface, this prototype seems to satisfy our initial requirements and more:
  • Conquering systems with Habitat-spam was easier due to there only being one functional “planet” per system.
  • Constructing multiple Habitats per system felt rewarding as it upgraded your existing colony.
  • The removal of multiple starting colonies removed one of our main concerns for allowing Hive-Minds to have access to the Void Dweller origin - their high pop growth rate due to excessive numbers of spawning pools in the early game. (Iggy had some thoughts on this that he’ll be mentioning in a future Dev Diary).

A Void Dweller Habitat Complex with way too many districts

A Void Dweller Habitat Complex.

A very cluttered system

The rather cluttered system said Habitat Complex is in.

However, the Support Habitats couldn’t be interacted with outside being upgraded, which felt like a major downside. Enemy ships would happily fly past and ignore the Support Habitats, they couldn’t be specialised or downgraded.

All things considered, this prototype showed that making habitats into a single logical planet spread across many entities in a solar system felt good, but megastructures were not the path forward.

Support Habitats as “Starbases”:​


Keep in mind that the numbers shown in the below screenshots are never intended to be the final values, but were used purely for testing purposes of how the systems felt to use and play with.

The below screenshots feature placeholder art and the default art for starbases, their buildings and modules.


The second iteration of this prototype investigated treating Support Habitats as special Starbases (much like Orbital Rings).

In this prototype, the districts available to Habitat Central Complexes depend on the configuration of any Support Habitats in the same system. Thus construction of a Habitat Central Complex would automatically build a neighbouring Support Habitat in orbit of the same planet.

When built, a Support Habitat would start with a module that matches any deposits on the planet it orbits. Each <District> Module on a Support Habitat, gives +3 Max Districts of that type to the Habitat Central Complex.

Upgrading the Support Habitats, still provides the same modifiers as shown in Megastructure Prototype. Additionally each tier of the Support Habitat allows construction of an additional Support Habitat module and the second and third tiers allow construction of a Support Habitat building.

Expanded Support Complex v2

The starting Habitat Central Complex and its neighbouring Support Habitat for a Void Dweller empire.

New Habitat Complex v2

A newly constructed Habitat Central Complex, completely unspecialised.

Allowing the choice of which districts the Habitat Central Complex has access to via specialisation of the Support Habitats brings some interesting changes to how Habitat-dependent empires play.

Due to the nature of the prototype, the buildings for Support Habitats haven’t seen much investigation yet, but would likely include buildings much like those on an Orbital Ring, the lunar extraction support that Advanced Support Habitats experimented with in the Megastructure Prototype above and other such buildings.

Research Habitat Complex, v3 or so?

A Research Habitat Complex, using some of the district capacity to provide hydroponic districts.

Due to the nature of summer experiments, we can’t say if or when this prototype might make it into the live version of the game, but it’s something that we’re interested in exploring further.

…But the fourth one stayed up!​

Thanks, Alfray.

That variant listed achieved a lot of the goals we were looking for, but was cobbled together out of the scripting equivalent of sticks and twine as a quick and dirty implementation. It also required a lot of back and forth clicking that we really weren’t too fond of. So after that one burned down, fell over, and sank into the swamp, we came up with another iteration.

My feedback: Simplify things.

The latest variant we’ve been playing with has been especially promising. In this one, we turned the “Starbase” style Support Habitats into single tiered “pre-specialized” units (renamed to “Orbitals” for UX purposes) rather than requiring Modules to be built on them - so you could build a Mining Orbital, Research Orbital, and so on.

This dramatically simplified the flow of building out Habitats while simultaneously improving the implementation.

It's an Orbital!

Pre-Specialized Research Orbital.

Habitat Transit Hub. Hey wait, Maintenance DRONES?

Unique buildings on the primary habitat complex can increase the effects of the orbitals.

Upgraded Habitat Transit building.

We’re still doing some experimentation with this model, but so far we’re liking what we’re seeing. Technologies can add special Orbital types or buildings that can modify the primary Habitat Complex, and it’s very easy for us (or modders) to add new types.

We've been looking at jobs per districts too - the Complexes have different challenges from the older Habitat system, and further updated the Voidborne Ascension Perk. Void Dwellers will start with its effects (similar to how Teachers of the Shroud empires effectively start with Mind over Matter).

Void Dwellers Final Text
Voidborne Ascension Perk v3.final.final(2)

Void Dwellers get Habitat Build Cost reductions in Traditions.

What’s Next?​

For now, I’d like to get some of your thoughts on what you’ve seen today, which we’ll bring into our internal design discussions. It would also be great to get feedback on whether you like this sort of diary, where we go through the overall process (including the failures).

Next week I'd like to talk about a Summer Experiment relating to leaders that didn’t pan out quite so well, and our plans on how to proceed with that.

See you then!
 
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It definitely looks intriguing. Given that a lot the problems from the leader overhaul came from the underlying UI not being caught up I would suggest keeping that in mind with something like this. From an RP perspective it's great to have systems feel full and alive once you start building habs in them, so with this change even something so small as insuring the names of the support habs are still visible in system view would go along way in making them not feel like glorified anonymous mining/research stations which would certainly detract from the feeling of a complex and active system.

That feels a bit counter intuitive though. One of the main issues with habitats has been that they are too hard to micromanage.

I think you can technically rename orbital stations now, but I certainly wouldn't want orbitals to show up in the outliner or take up more visual space on the screen unless necessary.

Is this for a roleplaying purpose, or something else?
 
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At one point with the "Habitats as Starbases" prototype I tried "what if the central habitat had to be built by the star", but that didn't feel right so it was scrapped after around 30 minutes or so.

If possible, I'd love to know why this was the case. I think from a gameplay perspective, nesting the admin complex in the starbase seems pretty straightforward - but obviously we can't 'play it' yet to know how it feels.

What was the main difference between the central complex being in the system center vs being a megastructure?
 
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That feels a bit counter intuitive though. One of the main issues with habitats has been that they are too hard to micromanage.

I think you can technically rename orbital stations now, but I certainly wouldn't want orbitals to show up in the outliner or take up more visual space on the screen unless necessary.

Is this for a roleplaying purpose, or something else?
I mean the system view itself not the outliner.
 
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I like this idea of a single main complex with smaller orbitals. It gets a little annoying late game having to take four to six habitats per system to take a system from an AI empire.
 
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Can Marauders be turned into habitat dwelling empires? That way they have a physical place where their species dwell?
Even better - what if pirates in your own empire - when they spawned, spawned a habitat complex.

I want pirates to be a big deal [profanity moderated out]
 
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No, I want more habitat spam.

In fact I don't even think that the current situation, there ain't any that many habitat in galaxy.

It's just some player blowing thing out of proportion.

*EDIT*

Also you should be able to 'Colony Drop' if you gain control over enemy habitat orbiting their system :v
 
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It is really super great that you are looking into this,
but actually, it should be a part of the System-wide management system -

Planets are a very special orbital, but most of the living of a space civilization would be in relatively small specialized manufactured orbitals and some very specific habitation stations.

Megastructures would be like buildings on the planets that we have right now

I hope this will lead to a much better resource/empire management part
This is a more significant and extensive rework that has been shaping since 2.2
I really hope we see it eventually
 
One idea I had for a cool orbital:

Orbital proximity mine - These orbitals are built around asteroids and other small celestial objects. When a system is attacked these orbitals turn hostile. Enemy ships will shoot them and upon being disabled, the orbitals will do hull damage to the enemy ships reduced by armor and shield hardening (potentially range as well). Orbital proximity mines also are destroyed upon being disabled. I can't wait to fully mine-lay a system causing unhappiness and trade penalties as my pops struggle to traverse the minefield, we must defend from the xeno!
 
1. If there's going to be clutter all over the system with moduels or whatever, please make their UI labels stand out less, and mark/make the central complex to stand out.
2. There was no discussion about max size & max locations to build the modules. Are we going to chase systems with a lot of planets/moons and such?
3. Is it going to be that lategame, habitats will outshine normal planets?
 
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My immediate reaction is that I can no longer roleplay the Stationers from A Memory Called Empire, since they were canonically three habitats who unified politically, just like the existing Void Dweller origin. I guess I'll just have to finish that playthrough before these changes happen. :)
 
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I very much like the ideas presented here. I love the thematic ideas present in habitats and void dwellers, but I absolutely hate the gameplay needed to make them practical.

If the gameplay for habs was changed to be a single unit per system rather than" spam a million terrible planets and watch your blood pressure soar in time with the micro", they would be a thousand times better.
 
I totally support the design principle of "effectively one habitat per system" BUT ONLY IF THE FOLLOWING CONDITIONS ARE MET:

1. We can locate BOTH the central habitat and the "support habitats" on various SPECIFIC planets, moons, or stars.

2. We can rename BOTH the central habitat and the support habitats.

If I am playing as humans in Sol system, I want to be able to build a central habitat around Earth called "Earth's Landing" or whatever, and I want to be able to specifically build a mining habitat around Ceres, then a research habitat around Pluto, and so on, and ALSO be able to rename them "Ceres Station" and "Pluto Black Ops Research Site" and so on.

I want the roleplay to be maximally free and the mechanics management to be simplified. I do NOT want the roleplay to be simplified or that will just really ruin the experience of building habitats.

In fact I will go even further and say that we should have the OPTION of placing support habitats either right on top of the central one, or placing them around a system in order to get roleplay flavor.

While in either case actual management will all occur in one screen, we should have the option of choosing to have one mega-habitat around one planet, or a bunch of smaller habitats around asteroids and stars and moons, or anywhere in between, and the ability to rename each one so that when we look at our system we can feel like we're looking at a real interplanetary civilization.
 
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In fact I will go even further and say that we should have the OPTION of placing support habitats either right on top of the central one, or placing them around a system in order to get roleplay flavor.

Ooh, I like this idea - perhaps even make it a district upgrades. Support modules near the central assembly give bonuses to housing and manufacturing, while orbitals placed around the system focus more on resource extraction, research, and commerce.
 
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Like several people here, seeing the weapon module icon (despite it being placeholder art) on a support orbital got me thinking about armed habitats.

I almost always put a fortress habitat in the L-gate terminus, both because it's very convenient centralized point at which to stage a fleet and because it's a significant extra impediment to fully taking over that very important system. After doing this, I often wish it were a planet so that I could build an armed orbital ring around it. Since you mention that supporting habs can be disabled in the current implementation, I'd love to be able to build fortress supporting habs as another thing that could be done with large (even if not mega-) structures in space.

Admittedly, the goal here is pretty directly to allow people to place some starbase weapons almost arbitrarily in a system, (assuming sufficient potential building sites) which has balance implications, but that's appealing to me, because I always find myself wanting extremely long-range weapons on starbase defense platforms because they're so far from the edge of the system.
 
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Currently habitats provide two things:
  • more jobs (from districts) for the pops you have (i.e. fixing "too many pops")
  • more slots for colony-unique things like population growth, cloning vats, monuments, etc. that let you do more with fewer pops or just give you more pops in general (i.e. fixing "not enough pops")
This seems to be addressing the former, but what about the latter? With all of the proposed changes, you're encouraged to make one big habitat if you want space/jobs for the pops you have. But if you're low on pops (which is increasingly the case after the first 50 years), this encourages you to go back to habitat spam, only now you're forced to build one habitat per system instead of clustering them (making them even more annoying to conquer).

Has that been considered?

The base habitat could come with a hefty penalty (ex. "Cramped Conditions: -60% population growth and assembly") which slowly goes away as you expand it. This mainly parallels the mechanic that ring worlds and ecumenopoleis have, where they have bonuses to growth/assembly because they're effectively multiple planets worth of space. Except, I think, to make producing a new habitat roughly equal to expansion (in terms of growth), it would have to be much more extreme. If a habitat started with -60% (effectively only giving you 40% growth) and each expansion reduced that penalty by 20%, players would have the choice between spending 150 influence for 40% of a planet's growth (building a new habitat) or 75 influence for 20% (expanding a habitat), so it would be equal.

The proposed (work in progress) system, with habitability decreasing as the habitat expands, actually has the inverse incentive: if you want more growth, you're encourage to spam as many tiny habitats in as many systems as possible both to maximize slots for vats/assembly plants and to keep habitability (and hence growth) high.



There are also a few other miscellaneous things related to habitats (and pop growth) that should probably not be forgotten:
  • Habitats are currently extremely cramped (as I understand it, by design) in terms of housing vs. jobs. The result is that for non-breeder habitats, you're forced to invest in much more housing than you might expect to keep them growing. But for breeder habitats (1-3 pops, everything basically empty) it's ironically not an issue. This would be a nice opportunity to maybe address those incentives. Maybe remove the 3.0 floor on logistic growth?
  • Void Dwellers currently start with 3 habitats (3 growth queues) and a -10% growth penalty as a result. If they start with a single big habitat, please remove that penalty. The alternative would be that they're (even more than they currently are) obliged to effectively abandon their origin and acquire some xenos to colonize planets like everyone else.
  • Hives have another advantage besides spawning pools and a hefty innate bonus to population growth which makes them well suited to habitats: they can reach 0% sprawl per planet (using Divided Attention and Imperial Prerogative). That makes habitat spam far, far more effective for hives than anyone else. A breeder habitat with nothing but a spawning drone, a clone vat, and maybe an unstaffed monument produces 3.0*1.8+2+4.5=11.9 growth with no sprawl at all besides the drone. While I think this kind of unique strength is cool, it would also be pretty clearly broken if hives got Void Dweller with habitat cost reductions. They would grow an absolutely absurd number of pops without the corresponding cost to sprawl that other authority types would have to pay.
 
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