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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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I agree it seems the main reason we got for this rework was players not enjoying the Warfare around Habitats. Seems like fixing symptoms and not the root cause.

I hope they thought as far, and the decision to invest precious dev time into it was justified.

I guess you are right.

I think warfare with conquering habitats is a pain in the bum but I also think there’s a great ‘crapness’ or maybe a better phrase - ‘inconsistency in effectiveness’, about how the AI manages occupation of anything on a large scale and it can be massively inefficient in that task.

That inefficiency often leaves dozens of fleets orbiting planets for way too long in wide conflicts like the WiH. So that problem is being amplified elsewhere in the game.

Of course I don’t want a magnificent AI, far from it - but I am often seeing WiH not ending until the crisis is about to spawn and sometimes during it. I think this again can spoil an event you have been building to the whole campaign.

So this maybe is a shortcut to dealing with all of that, as you say, there needs to be a wide vision to this. As a none-void dweller I don’t know how well this suits people specifically ^^
 
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On another note, what is the intended use case for habitats when not taking the voidborne ap? It looks like they're intended to be rather underwhelming without it. If habitats need the ap to be good, they might as well be locked behind it, which would really help with the ai spamming habitats
When I'm playing a wide empire that has little interest in habitats, it's still nice to be able to use them rarely for military chokepoints.
 
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I know this isnt wholly related but on the topic of habitats, any chance we can get a new "construction_blocks_and_blocked_by" choice for modded megastructures?
Im not entirely sure what kind but I know a member of the gigastructure team said they need one that "lets you build more than 1 of the same structure at a time which also obeys the mega build cap"

Used to they had it where you could build multiple of the same smaller structures at least at the same time but ai fixes caused them to spam construction platforms that they never finished so they had to set everything to self_type or multi_stage_type.

A construction type that doenst block its self but still counts megastructure build capacity like normal I guess. Best to ask them but figured I'd ask about it.

While it isnt anything that has to happen right away, I would hope we could potentially get it down the line at some point. Thanks!
 
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You're right that decreasing habitability was a shorthand of increasing upkeep and decreasing productivity and that traits overcoming it was odd. Gonna see what I can do to amend that.
When I read about the habitability penalty, I rationalized it as people spending relatively long in small commuter shuttles. These smaller vessels probably have no artificial gravity and block less radiation. Nothing that would immediately kill someone, but enough to justify a habitability penalty.
 
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.

But why though? (i think it looks and feels kinda odd)
Why not start only with the Central/Main Habitat that provides some living room and some apropriate districts if there are deposits.
Why the 2nd base right from the beginning?

Otherwise i really like where this might go.

Oh and this form of Dev Diary is great!
 
Super interesting developer diary, there is a lot to digest here:

- Love to see the reasoning behind design decisions, even if one might disagree with them. This is the way

- From an interface standpoint, I always found it kinda counter-intuitive how you manage things on a per-planet level, while you build ships on a per-system level (with most time spent on the galactic view, rather than the system view). So I welcome the move towards a "one habitat per system" direction, it seems like quite elegant design to me.

- It is true that such a system would end the whole "habitats = possibility of going tall by massing them inside one system", but the problems of tall stem mainly from the economic system and how pop growth works, which is an entirely different (and a far more unwieldy) beast.

- I would love it if deposits and space infrastructure determine the system's habitat capabilities. Not to mention that it is about time that space infrastructure like mining or research stations get a wider revision. Either way, the whole "pan-system orbital" thing seems like a really fun treat for us builders.

- I still would love to see making the choice between planetary rings VS orbital becoming a meaningful one, so perhaps this might achieve it?
 
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I guess you are right.

I think warfare with conquering habitats is a pain in the bum but I also think there’s a great ‘crapness’ about how the AI manages occupation of anything on a large scale and it can be massively inefficient in that task.

That inefficiency often leaves dozens of fleets orbiting planets for way too long in wide conflicts like the WiH. So that problem is being amplified elsewhere in the game.

Of course I don’t want a magnificent AI, far from it - but I am often seeing WiH not ending until the crisis is about to spawn and sometimes during it. I think this again can spoil an event you have been building to the whole campaign.

So this maybe is a shortcut to dealing with all of that, as you say, there needs to be a wide vision to this. As a none-void dweller I don’t know how well this suits people specifically ^^
They really just need to teach the AI to doomstack their army tbh.

Currently, the AI only created small amount of army and overly rely on their ship to carried the day with orbital bombardment which vastly decrease their overall fighting strength.

Contrast to player that don't bother with orbital bombardment at all and doomstack multiple armies for quick planetery invasion, at least the competent player do this.

Army is vastly cheaper than ship so it is more efficient to throw huge amount of army at planetary invasion than wasting your ship, one of the most important asset in war, to bombarded the enemy planet and it's more quicker too.
 
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Great. Now you guys did it again.
And i can't play the game anymore until that is in :(

I want better habitats! Now! >.<

This is so cool! I really like the Single Habitat Complex Per System idea. Definitely a major convenience improvement, but potentially also good for performance, right?

My suggestion for a good system based on this dev diary:
  • Central Hub that works like a planet
  • per celestial body one orbital that works like an orbital ring - but applies to the central hub, not this celestial body
    • each one slightly reduces total habitability
    • each one can be upgraded and specialised giving different bonuses -- module examples:
      • Habitability accomodation (i.e. Desert Habitability) for the total complex
      • General accomodation (gives small amount of amenities + a few amenity jobs + slightly raises general habitability)
      • Resource exploitation (one for each type of resource on the celestial body)
        • Allows districts accoding to module count - Districts provide no Housing
      • Hydroponics Module (Farmer Jobs)
      • Solar Generator (Base Energy Income + Technician Jobs - less than a Generator District, but always available)
      • Living space (Housing + a small amount of amenities)
      • General Purpose Extensions (Building slots)
    • each module should give an increasing habitability penalty as a sort of "diminishing returns" if used multiple times in one orbital
      • This would mean that having living space where jobs are makes life a lot easier and you can't just use "useless" planets as living space and hardcore mine the others, because that would imply your slaves citizens need to travel interplanetary every day.
      • Penalties should be reduced for Voidborne / Void Dweller empires so they are more free in their use of habitats
        • alternatively just give them such a significant habitability headstart that they can allow to take significantly more penalites
    • Orbitals can be upgraded to allow for more modules
  • ABSOLUTELY VITAL:
    • Make a machine empire terravore (and also allow regular terravores) to use habitat central + orbitals to eat up worlds to build more habitats
      • Let me finally make use of all those pointless rocks in my systems!

Note: Maybe make 3 categories for modules and repeating those categories would result in a penality. Living Space + Resource Jobs + Accomodations. If you overemphasize one, you incur a habitability penalty.
 
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I expected to (really, really,) hate this rework. I actually really like the looks of it. My main concern is that this sounds like it might be a huge pain with colony designations when there's only one colony but it will (especially as void dwellers) almost always be a completely random mix of available districts that you do actually need to work. With one per system, void dwellers don't really have the option to specialize each one given the amount of relevant deposits per system. That doesn't seem insurmountable to make satisfying, however, so this still looks good.
Adding on to this, I forgot to mention it causes the same problem with production enhancement buildings like alloy nanoplants. I'm not clear on if the single hub habitat is bound to the 12 building limit maximum, but at least for void dwellers if it is I would suggest adding a replacement for such production enhancement stuff that doesn't cost a building slot. I can easily imagine playing void dwellers where I need to use at least many of the available districts, but cannot fit more than one enhancement building that only applies to a small percentage of the overall districts.

Perhaps void dwellers/voidborn AP could roll them all together into one building that itself has upgrade modules for each resource, costing the same as the independent ones available on planets but only taking one building slot? I'm just throwing out ideas, but I would certainly not like it if void dwellers effectively lost access to all that stuff considering they already in live can't use orbital rings. This sounds overall like an improvement to all-in habitats but past a certain point the efficiency loss may become too large.
 
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  • Let me finally make use of all those pointless rocks in my systems!
This reminds me of a now outdated mod called "Dyson Swarm". If memory serves, it had exactly this functionality - an asteroid in the system meant a mining district for the swarm. And it did a lot of what this deve diary seems to aiming at, and did it well. I urge the devs to review that mod and use it for inspiration.

Heck, there was a civic where you were a machine intelligence tasked with building a Dyson Swarm as an escape for an organic species who's planet was facing an ecological collapse, and at one point had to make a choice of which directive to obey: defend the Swarm and leave your creators to die (regular machine empire) or bring them up (Rogue Servitor). In the latter case you then had events relating to the unpleasant stuff that went down in the dying world. Good times.

Anyway, that might be the fantasy we are looking for? The idea that there's a whole swarm of space habitats orbiting the Sun, with only the most important ones - the ones orbiting planets, presumably acting as some kind of local hubs - being represented as interactable objects? The game can already render debris fields, it should be able to render a field of small non-interactable habitats orbiting the central star just fine.
 
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Put me in the camp of, never really found the idea of habitats built above resources like minerals, energy, or whatever, made any real sense they had districts for them and somehow magically were better than simple stations. I would prefer that habitats are housing and production facilities and part of the void dweller perk is increased extraction of minerals, energy, special resources, and more, from all existing celestial bodies including ones we normally find nothing on; in other words nothing is a total loss in the environment of the void dweller.

where to place them though, one way to limit them would be to allow them to occupy either only empty orbital slots or those with asteroids and use some mumbo jumbo about gravity wells and such disrupting them else there really would be no logical reason to just build the over even inhabited colonies and such and treat them separately...

this is what I get for not sitting down and clearing my head before I start writing
 
Community: Things you ask for. Pain points, quality of life improvements, bug fixing, and other good ideas from the community.
My two usual requests:

1. Base template for Fallen Empires' slaves, so we can remove the nerve-stapling without the Genetic Ascension perk
2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
 
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Adding on to this, I forgot to mention it causes the same problem with production enhancement buildings like alloy nanoplants. I'm not clear on if the single hub habitat is bound to the 12 building limit maximum, but at least for void dwellers if it is I would suggest adding a replacement for such production enhancement stuff that doesn't cost a building slot. I can easily imagine playing void dwellers where I need to use at least many of the available districts, but cannot fit more than one enhancement building that only applies to a small percentage of the overall districts.

Perhaps void dwellers/voidborn AP could roll them all together into one building that itself has upgrade modules for each resource, costing the same as the independent ones available on planets but only taking one building slot? I'm just throwing out ideas, but I would certainly not like it if void dwellers effectively lost access to all that stuff considering they already in live can't use orbital rings. This sounds overall like an improvement to all-in habitats but past a certain point the efficiency loss may become too large.
Super-good points about second-order effects of this change to void dweller per-pop efficiency by restricting building slots and throwing lots of dissimilar districts into a single planet that can only have a single designation.
 
I might be alone with my opinion but usually I tend to avoid building/getting habitats all together. They just aren't fun. I don't like the restrictions and the micro management that come with them or the fact that they clog my planet list. I also feel it's very expensive to grow them to a point where they are more useful than annoying.
I got no idea how to fix my problem but maybe someone has a smart idea - or like I said, that is my problem entirely then nevermind.
 
I've always liked the idea of Habitats, but never really the implementation. They were always so fiddly and required a lot of micromanagement. So any change to cut that down is a plus. I also just want to play a void born hivemind.

Something I've always wanted, but never had, is Machine Intelligence void born. More specifically, the Gray Goo situation. Where you could play as a space born determined exterminator, but with elements of Terravores, as you move from system to system, strip mining planets as your numbers swell. I'd really love to see a new origin that did something like this, as a take on Void Dwellers.

Another similar but adjacent to void dwellers, is the void nomad. Instead of taking permanent residence on habitats, they instead float through the void on massive colony ships. Where you never really remain in one place, but travel from system to system, gathering resources where you can to build your nomadic space fleet.
 
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