• 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.

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!
 
  • 125Like
  • 44Love
  • 16
  • 7
  • 6
  • 1Haha
Reactions:
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).

So, I would say the primary thing is that there, in general, needs to be a decoupling of pop growth from settling new colonies. Right now, colonizing a new planet CAUSES your pop growth to increase - when really it should be the opposite.

What makes more sense is that pop growth is affected by species traits, amenities and welfare, and available housing - and ONCE housing becomes an issue, empires start to seek more space to grow. BUT, the existence of more land shouldn't be the primary driver in pop growth - it should be the solution to it.

I think this was partially implemented with the logistic growth cap, but still right now, pop growth on each planet should get a penalty for each colony you make, such that adding colonies is a net neutral bonus to pop growth.

Edit: In fact, I would say that pop growth (and assembly) should be strictly empire wide - thinks like cloning vats, gene clinics, robot assembly, spawning pools would likewise affect the empire wide growth rates.

(I imagine it might work where on the species tab, each species now has its own seperate growth rate - and as you gain more species in your empire, they each take a percentage of the total growth rate +/- any unique species traits, sort of like factions and unity generation).
 
  • 3Like
  • 2
  • 1
Reactions:
I love habitats in general, for some reason it's my favourite way to play. I'm not sure how these changes will feel to play. I can easily see a lot of negatives that run counter to the stated design goals of less habitat spam. But I'm glad that progress is being made and ideas tested.

Positives:
Easier to manage
Pop growth strangeness fixed on the system level (3 habitats in a system doesn't result in triple growth)
Gestalts allowed the origin

Negatives:
Pop growth strangeness now shifted to the sector level (3 central habitats in a sector will triple pop-growth)
Habitability/upkeep penalties incentivise creating new central habitats to avoid penalties
Building slot changes incentivise creating new central habitats for more unique buildings like Ancient Refinery, Clone Vats etc.
Habitat expansion limited by system size makes small systems perpetually claustrophobic, with no room to expand despite the vast emptiness of space

So I would predict gameplay trending towards lots of mostly empty, small 'feeder' central habitats for additional growth, building slots and ruler jobs. Some absolutely massive habitats in trinary systems, optimal max size depending entirely on the penalties for expanding habitats. And similar to branch offices, the lack of an expansion planner causing confusion about where best to expand next. Those are the potential pitfalls that I see.

But I'll offer some suggestions about the UI for any "Central habitat" ideas:

1. Every planetary body in the system could generate a new 'tile blocker' on the Central habitat:
Potential Asteroid mining location, Ice Asteroids, Ancient Debris fields, Gas Clouds, Tourist destinations, Tiyanki Grave Mound, Potential Expansion Location etc.
Shown in one central location for player convienience. See at a glance the summary of all the potential expansion options for a habitat.
List these blockers on the Starbase screen to better determine ideal locations for the next central habitat in lieu of an expansion planner

2. Clearing blockers adds planetary features:
Asteroid Mining sites x4, Expansion location x3 etc. each with different effects

3. Blocker clearing gated behind technology
Potential Strange Crystal mining location requiring rare crystal mining
Molten planet extraction requiring antigravity engineering (to safely and economically extract resources from the gravity well)

4. Blockers vary significantly in price
Easy Expansion locations are cheap in alloys and influence, later locations are more powerful but more expensive.
New Central habitats must cost significantly more, or it will be tempting to create empty feeder habitats for extra pop-growth.
Potential Expansion location costs 500 Alloys and just adds Max districts/housing/build slots
Cracked planet mining base costs 2000 Alloys and also adds +1 Minerals and Alloys per mining job, or powerful specialist mining jobs to the mineral processing hub
Tiyanki Grave Research facility costs 2000 Alloys and also adds society to researchers and Science Directors to the research institute

Thats about it. I'm not sure that the changes will solve habitat spam since pop growth still increases with each central habitat built, so you'll want as many of those as possible. Another rework of pop growth mechanics could help, pops spread over 2 star systems shouldn't grow faster than the same number of pops spread over a single trinary star system (with more planetary bodies).

I think base population growth provided for free and from pop jobs eventually needs to be replaced by growth per pop to fix quirks like a roboticist producing just as many robots on a tiny habitat as they can on an ecumenopolis or machine world, or having more free base growth on two empty central habitats than a massive, vibrant and sprawling habitat with a dozen smaller additions.
 
  • 3
  • 1Like
  • 1Love
Reactions:
I think being able to transform a starbase into a habitat might be a fun idea. After transforming the starbase to a habitat you can build support habitats like the ones in the starbase example. Being able to upgrade the support habitats like starbases and adding weapon and support modules on them would also enable highly specialized habitat systems for defense or extraction.
This type of dev diary is also very nice. It feels good to know what is going on in the background.
Edit: Modules for habitability can also be a thing to enable high number of supporting habitats.
 
  • 2
Reactions:
Honestly a pretty bad solution. I like habitats being something I can build a lot of when I play as a void dweller, giving the system a really cramped feel. In non void-dweller runs, I tend not to build them, but when I do, I like them being separate entities. The problem I had with them was that the ai, without regard to what kind of empire it was, would build as many habitats as physically possible, everywhere they were able to build them. A far better solution would have been to just been to program the ai to only build a certain amount of habitats based on how many systems they control and what kind of empire they are. I don't play void-dweller because I want one massive planet, I play them because I want a few systems that feel really developed.
 
  • 4
  • 3
  • 1Like
Reactions:
I really really hope you guys don't get rid of multiple habitats in one system. Not only does this make habitat stye playthroughs pointless, it also doesn't make sense from a lore perspective. "We are going to evacuate our entire population to a small orbital station... but we only want to build one of them..." o_O If you go with the one per system route, then you are encroaching on ring world territory. If people are this angry for some reason about fighting habitats, then just go with your option you talked about with the restriction in the game setup screen, like xeno-compatability. Going with a void dweller playthrough with loads of habitats inside a small amount of systems offers a very unique playthrough, but that will be completely ruined if you limit it per system more than it already is...
 
  • 4
  • 3
  • 1Like
Reactions:
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).

One thing that always bothers me about habitats is how easy it was to build and maintain them. For all intents and purposes, habitats are basically artificial planets that can house millions, possibly billions of citizens. Terraforming a planet takes 2-3 times longer than it does to build a Habitat. When given a choice between the two, habitats usually win out.

My thoughts are to increase the amount of time it takes to build a Habitat, so its more on par with terraforming planets, and maybe increase the initial alloy cost to be on par with larger megastructures.

Another thought I had was giving habitats a monthly alloy and/or energy upkeep cost, since an artificial structure would require maintenance in order to function properly and sustain life support for its population.

So adding build time, increasing alloy cost, and adding a monthly maintenance costs would maybe slow down Habitat spam without putting any hard or soft limits on how many you can build.

I also love these kinds of dev diaries where we get to see the teams thought processes, and all the different ideas that you toss around. So keep 'em coming!
 
I really really hope you guys don't get rid of multiple habitats in one system. Not only does this make habitat stye playthroughs pointless, it also doesn't make sense from a lore perspective. "We are going to evacuate our entire population to a small orbital station... but we only want to build one of them..." o_O If you go with the one per system route, then you are encroaching on ring world territory. If people are this angry for some reason about fighting habitats, then just go with your option you talked about with the restriction in the game setup screen, like xeno-compatability. Going with a void dweller playthrough with loads of habitats inside a small amount of systems offers a very unique playthrough, but that will be completely ruined if you limit it per system more than it already is...

The goal seems to be simplyiing the UI management so that you don't need to manage 2 or more habitat UI's in a system. You still build structures throughout the system, and they represent housing, resource, and manufactring bays - but in a given system, you only have to click on one 'colony screen' and it has just one leader slow, one building slot list, and one population screen.

The fantasy is still there, it just doens't require as much fiddling.
 
  • 7Like
  • 2
Reactions:
I think this was partially implemented with the logistic growth cap, but still right now, pop growth on each planet should get a penalty for each colony you make, such that adding colonies is a net neutral bonus to pop growth.
The logistic growth cap (and floor) are the cause of this problem, not anything that alleviated it.

If logistic growth were uncapped, having 40 pops would result in 40 pops worth of growth, and colonizing a new planet (creating a new pop) would result in 41 pops worth of growth. It would be a tiny increase. In fact, since the current formula (if the floor were removed) gives growth in proportion to (pops-1), it would actually result in no increase. At least not in natural organic growth: assembly is flat per planet and would mess with this no matter what.

Because of the cap, though, planets reach the max growth at around 15-20 pops (.375 growth per pop, with a penalty based on used capacity). And because of the floor, new planets effectively start with growth equal to 9 pops (3.0). So instead of a new planet adding 1/40=2.5% extra growth, it adds 3.0/4.5=66% extra growth. If you removed just the cap, that would be 3/15=20% extra growth. If you removed the floor as well, you'd get back to the original scenario of only 2.5% extra growth.

This problem is 100% caused by the cap/floor, rather than addressed by it. If the logistic cap weren't there, we wouldn't be having this conversation, because habitats would only be useful to create capacity when your planets were getting a bit too full for comfort.

The floor needs to go (or be dropped down to 0.5, or something). It just warps the way growth comes from colonies and pops to an extreme extent.

An example of how this might go:
Note that if pops gave .25 growth each (instead of .375), the cap could be removed and capitals would grow at roughly the same starting pace (4.62=28*.25*66% of capacity unused, ish). Pops wouldn't explode out of control after the cap is removed because all growth is effectively nerfed by 33% until planets get above 28 pops. And they could removed the pop growth/assembly buffs on ecumenopoleis/ring worlds and just make their increased size result in more growth, naturally. They could even give ecumenopoleis a penalty, and the design would simultaneously acknowledge the way that density depresses population growth (in real cities) and the fact that it's an effectively enormous planet with tons of space and should have a correspondingly high total growth (if not high growth per pop). Note that the natural way to counter that penalty would be providing healthcare (gene clinics) which would have a massively outsized impact when buffing hundreds of pops, making them actually worth it for once.

Edit: Just wanted to note that I agree with what you're saying in general, I'm just objecting to that one line (which has the causality mixed up)
So, I would say the primary thing is that there, in general, needs to be a decoupling of pop growth from settling new colonies. Right now, colonizing a new planet CAUSES your pop growth to increase - when really it should be the opposite.
It's hard to emphasize too strongly how much I agree with the first sentence. The way that pop growth scales with colony number is weird and causes tons of perverse incentives.

Part of those perverse incentives is a little vicious cycle (for the AI, or inexperienced players): you have too many pops, so you make a habitat to give them jobs. You fill it with pops and are producing more distrcts/expansions as fast as the build queue lets you. But creating that habitat increases your total pop growth, so very soon you have too many pops again. So you build another habitat...

Compounding that is the fact that (currently) habitats are fairly pop/sprawl inefficient, as they have no orbital ring buffs and few pops/districts per planet. So by solving the immediate problem, you're actually shooting yourself in the foot, long term. It looks like the redesign fixes that problem, though, by giving an enormous number of potential e.g. mining districts per habitat, making them actually competitively sprawl efficient (if still not pop efficient).

As for the second sentence, I'm not sure that colonizing a habitat should reduce pop growth. But it definitely shouldn't massively increase it.
 
Last edited:
  • 5Like
  • 2
Reactions:
I like the idea that treat the orbital population as one plant to grow and manage. In turm of the Stellaris game, the space itself is the new planet type. The Stellaris game now have 3 different types of space structure. Form outdated mining and research station, to the starbase and the orbital habitat. In order to represent space infrastructure of a space empire. The space structures should be present in a way that more integrate. Player should be able to see and manage the process that a system growing from few mining station to a huge spece mining center with multiple professional mining habitat. Starbase and the orbital ring also should be included in it. Ship yard should be able to add with right building and enough population to fill the job. The planet system rework show its great effect for roleplaying in the Stellaris. Can't wait for it to happen for space structure.
 
A simple suggestion. Would it be possible to simply dismantle/destroy/salvage habitats and their orbiters? What if a conquering empire simply decides that it doesnt want a habitat? Or maybe the constructors of said habitat wish to begin construction of a Ring World. Adding the option to scrap the habitat for a % of the original construction cost could be a good way of implementing such an idea.
How it'd be done in my opinion would be a relocation of all pops within the habitat via free immigration or forceful expulsion. When the habitat no longer has pops it gets salvaged/partially refunded.
Voidwellers and Voidborn should probably give bonuses to how much is salvaged and or how fast pops relocate.
 
  • 2Like
Reactions:
The goal seems to be simplyiing the UI management so that you don't need to manage 2 or more habitat UI's in a system. You still build structures throughout the system, and they represent housing, resource, and manufactring bays - but in a given system, you only have to click on one 'colony screen' and it has just one leader slow, one building slot list, and one population screen.

The fantasy is still there, it just doens't require as much fiddling.
But it's not still there, part of the fun of playing with a lot of habitats is having them all feel separate. When I build a new habitat, I'm not building support staff for the main habitat, I'm building a new habitat. As for the leader slot, that's a bad system, and they should fix that before ruining one of my favorite ways of playing the game.
 
  • 6
  • 1Like
  • 1
Reactions:
But it's not still there, part of the fun of playing with a lot of habitats is having them all feel separate. When I build a new habitat, I'm not building support staff for the main habitat, I'm building a new habitat. As for the leader slot, that's a bad system, and they should fix that before ruining one of my favorite ways of playing the game.
You can still achieve this fantasy by just building habitats in different systems, can you not? Granted, that wouldn't be the same as a dense system packed to the brim with habitats (for an aesthetic like The Expanse), but on an empire wide scale, it's functionally the same.

But if you want that The Expanse aesthetic: the support habitat thing is just an abstraction. They're huge structures with living spaces on them, and the capital functionality encourages you to think of them as places that people actually live on and commute to/from (hence why it's a Transit Hub). The central habitat is just for gameplay simplicity (as I understand it).
 
  • 4Like
  • 2
Reactions:
Please add Machine intelligence void dwellers. They could have -100% habitability ceiling on non habitat planets if it is too OP. Just please allow it to be possible. Flavour wise machine intelligences are definitely the empire that void dwellers makes the most sense on, because they are literally machines so they would thrive when they are living on giant machines like habitats.
 
  • 7
  • 2Like
Reactions:
The changes here look very promising but I noticed one thing. It looks like Trade Districts have been removed from the basic type of habitat districts. I hope we will be able to unlock them with a orbital, just like those new Hydroponic Districts.
 
  • 5Like
  • 1
Reactions:
This is excellent; I've always enjoyed habitats. However, I do have a question: habitats aren't artificial planets, they're (basically) just a starbase, right? So, perhaps the solution to having to invade them is to have them blow up when bombarded. Not that I don't like the changes, but it does seem that this makes habitats similar to ring worlds.
 
  • 1
  • 1
Reactions:
You can still achieve this fantasy by just building habitats in different systems, can you not? Granted, that wouldn't be the same as a dense system packed to the brim with habitats (for an aesthetic like The Expanse), but on an empire wide scale, it's functionally the same.

But if you want that The Expanse aesthetic: the support habitat thing is just an abstraction. They're huge structures with living spaces on them, and the capital functionality encourages you to think of them as places that people actually live on and commute to/from (hence why it's a Transit Hub). The central habitat is just for gameplay simplicity (as I understand it).
When I play with habitats, I am almost always playing tall, so I don't have a lot of systems. If I want to play wide, I usually don't build habitats, since the resources would be better spent on fleets. I get the feeling that most of the positive reception to this change is from people who are sick of dealing with ai habitats and wouldn't mind removing them from the game entirely. Which is why I think a far better solution would have been programing the ai to only build a certain amount based on the systems the control.
 
  • 3
  • 1Like
Reactions:
But it's not still there, part of the fun of playing with a lot of habitats is having them all feel separate. When I build a new habitat, I'm not building support staff for the main habitat, I'm building a new habitat. As for the leader slot, that's a bad system, and they should fix that before ruining one of my favorite ways of playing the game.

Well, I respect that you feel that way, but I think you're in the minority of the player base on this. Many players (self included) along with the Devs are of the mind that the fun of reducing tedious management is more valuable than the fun of having multiple 'independent' habitats.
 
  • 10
  • 3Like
  • 1
Reactions:
Please add Machine intelligence void dwellers. They could have -100% habitability ceiling on non habitat planets if it is too OP. Just please allow it to be possible. Flavour wise machine intelligences are definitely the empire that void dwellers makes the most sense on, because they are literally machines so they would thrive when they are living on giant machines like habitats.

Oooh! Very cool idea. Gestalts need more origins, and Machine Void makes perfect sense.
 
  • 3Like
Reactions: