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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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With this, they should add new habitat exclusive buildings to counter some of the big downsides for expanding the habitat. Like a life support building or a monorail building that improves habitability. The monorail building could be upgraded to like a hyper rail building for higher levels. Since the size is reducing habitability from hurting movement and not just life support issues, they could have it reduce max habitability (because species won't make much difference to moving) than also reduce regular habitability as the life support is more stressed. So adding a life support building improves habitability. Building an monorail/infrastructure building increases the max habitability but not regular habitability.

To upgrade such an modul or building would be the perfect spot for implementing the Habinte Unified Worlds transportation technology, if they would share it with you.
 
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I'm okay with this, I'm in favor of anything that can help fluidify the game - sticking to one habitat per system should make war more enjoyable, and the incentive to spam habitats will be less present.

My only worry is that placing each Orbital manually could get a bit annoying ? Idk. I think someone suggested "upgrading" mining/research stations into orbitals, I kinda like this idea.

This is deep into "armchair designer" territory, but would it be possible to use the Blockers system to simulate Orbitals ? Like, each planet/moon/body that is eligible for an Orbital generates a "blocker" on the system's Habitat, and "clearing" that "blocker" builds an Orbital around the chosen body, with the corresponding bonuses. This way, you'd be able to manage the entire Habitat complex without leaving the Habitat panel.

Any plans to add Habitat Orbital Rings ? Having "combat Habitats" would be pretty fun.
 
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I like the idea to have only one habitat per system. This should reduce the work of managing many small habitats.

And if we have only one habitat, let's just make that a habitat ring around the starbase. Having both system related space structures in one place makes things simpler. The UI could be similar to the one for planets with orbital rings.

To make habitats different from planets or ring worlds I would make them all about using the resources collected by mining and research stations so far and improving the starbase.

For example no energy and mining districts with miners and technicians, but a resource collection district (I can't come up with a better name now) that provides space worker jobs that produce for example something like 0.25 minerals and 0.25 energy for every mineral and energy produced by mining stations in the system. So you build your habitats in resource rich systems, build districts that make use of the mining stations and give the habitat a matching designation. Research districts could be done in a similar way. A bonus would be that we don't need to build more stations or orbitals.

Another kind of district could enhance the starbase, like a military district with jobs improving naval capacity from anchorages or a trade district adding trade tied to the number of trade hubs.

I think this would make habitats feel different from planets as they would depend on the resources available in a system. And make them more vulnerable to attacks by enemy ships that can easily destroy the mining stations the habitats rely on. Systems without resources can still profit from habitats that boost the starbase (naval capacity, trade, shipbuilding...)
 
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Oh, hey, Habitats, ouch.
Somewhere after the beginning, habs were useful as people boxes. They were inexpensive, and gave a place for pops to grow. Then as the game changed, habs were useful as money-creating platforms. Exactly 50 pops per hab, exactly X number of markets creating X amount of trade dollars, for a net profit. You could just make zones of them, as many as there were planets in a system, and turn the energy-trade into more alloys to build more habs. The devs have since done all they can to make them unprofitable. Housing numbers, jobs per building, and trade-energy dollars have all been jiggered to make the habs useless in the immediate and long term. As well as unprofitable to create in the early and mid-level games. Not to mention the lack of population available to settle there. It's best to skip the habs entirely now (and entirely due to Paradox's 'increase the cost here, decrease the result there' changes!) and just planet around until wonderful, wonderful Ringworlds are available. And even that runs into the efforts to keep Mega-engineering out of reach of the players until it's nearly too late.
They were needed, then they were changed to be space garbage. Adding 'tiers' has not changed this, just as how adding car wax to a wrecked car does not change it. By the time many players unlock this weirdo tiers structure, they have to concentrate on parts of the game different from it, so it misses it's chances, strongly. The only use habs have now is to be taken over from enemy ai's and scrapped for alloys, which we can't do. No, they gave us 'tiers' instead and we're supposed to act like that's an improvement.
 
I'm honestly baffled by those proposals. One of the main function of habitats, at least for me, is to provide additional building slots in a system, with a rather hefty cost attached to it. With those changes habitats will no longer be able to perform that function, at least not without murdering anything that stands between your empire and new systems. Is there anything planned to make up for the 'lost' building slots?

The other problem is the output on those, I can reach 1200 science/habitat by mid-game and I can squeeze around six of them in an average system as a void dweller. The new approach not only makes it more costly from resource point of view but also increases the penalties from empire sprawl lowering their overall efficiency by forcing the player to, again, expand. Void dwellers efficiency was already penalized by the recent governor changes.
I have to wonder why the proponents of playing tall aren't up in arms about this.

All in all I see this approach as a mild boost to basic resource production at the cost of research for most players and a crippling change for anyone playing void dwellers exclusively.
 
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I like the idea of central habitat complex, merged with the starbase or separately. I think we can exapt the colony mechanism, and use the celestial bodies in the system as "planetary features", that are normally blocked, and the blocker can be removed by building the "support habitat" above the planet/moon/asteroid. The it could work as a normal planetary feature on the central habitat, that can add extra district options based on the resource, some extra building options (e.g. extractors), and some extra planetary features can also have an affect, like Shadow Play, or Giant Skeleton, that may add extra unlockable buildings, or just simply jobs, like the scientist jobs on a Relic World. I could imagine, that e.g. Shadow Play may also be exploited as a spectacle that provide amenities on the habitiat complex.
 
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all these options are really great and interesting, i am so happy to see some serious thought has been put into this rework since not only will it make amazing changes to void dweller but also my favourite origin knights of the toxic god (although i wish u would reword to event speed)

as for which option, personally, i really like the idea of the Support Habitats as “Starbases”. this would add a lot of really interesting ways to build ur habitats from allowing them to give ur system more defence in place of a district, which is a good trade-off for defensive play styles, to adding in the ability to use orbital ring buildings. i honestly hope this idea is worked on more since having the option of building up your habitat to support more people or to help defend your system adds a lot more variety in my eyes
 
I'm honestly baffled by those proposals. One of the main function of habitats, at least for me, is to provide additional building slots in a system, with a rather hefty cost attached to it. With those changes habitats will no longer be able to perform that function, at least not without murdering anything that stands between your empire and new systems. Is there anything planned to make up for the 'lost' building slots?

The other problem is the output on those, I can reach 1200 science/habitat by mid-game and I can squeeze around six of them in an average system as a void dweller. The new approach not only makes it more costly from resource point of view but also increases the penalties from empire sprawl lowering their overall efficiency by forcing the player to, again, expand. Void dwellers efficiency was already penalized by the recent governor changes.
I have to wonder why the proponents of playing tall aren't up in arms about this.

All in all I see this approach as a mild boost to basic resource production at the cost of research for most players and a crippling change for anyone playing void dwellers exclusively.
What are you talking about? Your first point makes no sense since many of the new features add building slots to the habitats, giving them more building slots from having more districts or just giving them plus 8. In addition, these are additives to the system, so you can still just build the habits the same way you always have and just upgrade them.

In addition to the second one, how does it increase the empire sprawl penalty? Again, you're making your habitats bigger so you don't need as many there, decreasing the number of worlds you have and decreasing the empire sprawl from worlds. Or, like i said before, you just build them like you used to
 
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Thanks! We were worried there might be a reaction of "WHY DID YOU CUT X, IT LOOKS GREAT", but wanted to give the community another opportunity to have a peek behind the curtain.

I'm a big fan of this approach too. Sharing things you tried that didn't work well helps explain why we end up with the system we eventually get; and should head off a number of "why didn't you do X instead" comments.
 
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In opinion, it looks good from the balance perspective, but bad from the RP perspective.
Exactly, this feels only good for MP/competitive players
As someone who only plays SP from a story/RP perspective, this is killing off habitats immersion, story and gameplay potential.
I like the idea of capturing all habitats if one is captured.
For me it's another bullet in immersion, why not take one planet in the system take them all, why not take the starbase around the sun take all the worlds if this streamlining is saying, take one habitats all others will immediately surrender? The conclusion of this logic is to remove ground armies from the game entirely or remove habitats from the game and just have starbases have pops and slowly pop up graphic but meaningless satellites around each world as they grow.

From story/RP perspective, both these points, the whole changes removes the point of habitats, they are now a competitive MP mechanic not a feature of SP play or storybuilding, and now conflict with the logic/story of worlds.
 
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In opinion, it looks good from the balance perspective, but bad from the RP perspective. I like the idea of capturing all habitats if one is captured.
How often are you going to capture one of multiple habitats in a system and then NOT take control of the system?
 
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!

Frankly all these ideas about "Habitat Rework" seem to be simply absolutely awful:

All these "solutions" are just an attempt to throw smoke in the face of the players to hide the fact that you went for the simplest and least imaginative of solutions:

You restricted 1 Habitat per system.

The rest seem just to be an attempt to cavort to seem original without being so!

You are adding more purely cosmetic elements to the existing essentially cosmetic mining station and research station, which aren't customizable and only unlock the exploitaition of the resources.

The general impression that I have is the following:

- Habitats were introduced to circumvent the distinction between planet classes and ship sizes.

- From a conceptual point of view "Habitats" are those gigantic spacestations that we find in many sci-fi books, movies and tv series on which we see thousands or even milions of people live! Your colleague with his "solutions" does not seem to care about what they supposedly are...he only seem to want to hide the fact that his "solutions" were to restrict 1 Habitat per system to reduce the computational impact of this game element.

- However, converting a "ship" (starbase) into a "planet" was not feasible (or easily feasible)...and so you introduced the "Habitat" concept to fill such gap!

If the problem is that the AI spams habitats, the solutions should be to allow the player to define a limit to that or at least an average maximum number of habitats per AI system. If that number is the average maximum, you might then define an actual maximum per system and then force the AI to stop building after that.

If you really feel the need to rework the habitats, I think that looking into making the direct transition between ship/station and planet possible would be much better than just limiting 1 Habitat per system and then spend a lot of effort to generate a smokescreen. Obviously if allowing to convert stations into habitats would help making habitats more similar to what they were supposed to be...gigantic spacestations! That might allow to convert what in vanilla game are just purely cosmetic elements like mining station and research station into habitats and be able to customize them.
 
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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”.

Thank you for the in-depth look into the prototyping and the approaches you chose to go down and I appreciated the Monty Python reference ;).

But I have some thoughts and questions about all of this. Habitats are generally in a good spot as of now. The problem with having to deal with them during a war could just be a misdirected frustration not with habitats but with how wars are conducted. Was this considered?

In the thousands of hours I played Stellaris, I never had any problems with them neither in war nor when playing Void Dwellers myself, which works well. So, is this focus the right decision when we have much worse problems or parts that are far longer not touched?

Overall, I thank you for the insights, but for me, this seems to be a catalyst for more questions about how this decision was weighed against problems like Doomstacks, general UI consistency, lacking civics with playstyles like Barbaric Despoilers, Piracy, Trade routes, Over-reliance on Research, Tall vs Wide, and Empire Sprawl, and the growing pain of the RTS Combat in a Empire Management game.


To add something constructive to your chosen topic, I might suggest that a simple change for Habitats to be stronger but fewer might do the trick. Consider limiting Habitats to one, or two for Void Dwellers, per system and allow them to grow far bigger, maybe as big as planets. This could be a third way to build "mega colonies" like the Ringworlds or Ecumenopolis but in "Space". It could be considered if Habitats can be placed freely in a System (again) and decouple them from Planets, giving them districts based on the resources in the system.
This would solve both of your mentioned problems: Fewer Habitats to invade, less population growth exploitation - both things achieved without nerfing the playstyle but improoving it.
 
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In the final prototype, Orbitals can be attacked by fleets and will be disabled at 5% HP, when disabled they no longer provide their benefits to the Central Complex. This can lead to districts being destroyed, buildings being ruined and more!
I feel that this may be a tad too destructive.

Do you lose ALL orbitals if the system is occupied? Does that mean ALL your districts are destroyed?
 
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Hi everyone!


Love that Idea actually.
Having Habitats as a One per System thing which Grows instead of just being Spammed into it is a Really Cool Idea that would help a Great Deal Fixing things and would also Hold Incredible Potential to be Expanded upon.

In that Regard I would also like to offer some Suggestions/Ideas on this.
Pls note. This is mostly to Incite Toughts and Provide Inspiration rather than being a Fully tought out System.
So I will mostly Present the Concept without Concrete Numbers etc.


In the Test Variant Presented here. (Which is not Final I am Aware) You for example made the Requirement that the Habitat needs a Ressource to be Build Upon.
But I would actually hope You will Consider another Direction as well.


What I mean with this:

The Central Complex of the Habitat would need to Always be Placed in Orbit of a Sun in the System.
In Systems with Multiple Stars it can be Placed in Orbit of the Central Sun Cluster or in Orbit of One of the Stars in the System.
The Requirement for that Star is to be Active. (So no Black Holes, Neutron Stars, Brown Dwarfs etc)

The Reason being. That the Habitat Complex will Start with Habitation. Industrial and Farming Districts.
Hence why it needs Sunlight.


And then. There is 2 Upgrade Options for the Habitat.

1.
Habitat Support Complexes can be Built upon any Ressources in the System to Expand the Habitat.

Each Habitat Support Complex will Add a Part to the Central Habitat (Similar to Modules of a Starbase) as well as the Actual Support Habitat on the Systems Ressource Body.

These Support Habitats will then Add Capacity for Districts Based on the Ressource they were Build upon.
A Support Habitat Build on a Mineral Ressource for Example. Will be Provide Capacity for Mining Districts.
A Support Habitat on an Energy Ressource will Provide Capacity for Generator Districts.
A Support Habitat on a Trade Ressource will Provide Commercial Districts etc.
And Special Habitats for Rare Ressources that Provide Refineries for that Ressource.

All Support Habitats also Add Total District Capacity in Accordance to the Capacity of Special Districts they Offer.

2.
Habitat Expansion Complexes can be Build in any System Based on that Systems Characteristics.

A System with an Normal Asteroid Belt can for example Build an Asteroid Belt Mining Expansion which Provides Capacity for Mining Districts.
A Syste, with an Ice Asteroid Belt can Build an Ice Mining and Hydroponics Expansion which Provides Capacity for Farming Districts.
A System with a Gas Giant can Build an Gas Extraction Expansion which Provides Capacity for Generator Districts.
A System with a Habitable Planet can Build a System Hub Expansion which Provides Capacity for Trade Districts and Provides more General District Capacity than other Expansions.
A System which contains a Molten World can Build a Forge Expansion that Provides Additional General District Capacity and Offers a Buff to all Industrial Districts.

There would also be some Special Options.
A Multi Star System that Includes a Black Hole or Neutron Star can Offer a Special Research Expansion for that Black Hole or Neutron Star.
A System with a Space Battle Graveyard could have a Recycling Expansion that offers Industrtial Districts and some Special Scavenger Jobs.
A System inside a Nebulae could House an Exotic Gas Refinery Expansion. While a System with a Broken World could offer Rare Crystal Refineries etc etc.


Some Expansions are always Available.
For example an Agricultural Expansion or Solar Farm. As well as an Industrial Production Complex.
These are less Effective than the Specialized ones but can be used to Fill the Slots if the System offers no other Ressources.


Now.
There is two Limitations.

A.
A Habitat can only be Upgraded in a System that Supports a Bigger Sized Habitat.
Assuming the 3 Sizes we already have in the Game.

The Standard Habitat Size would be Available for all Systems if they have a Star that meets the Requirements.

The Second Habitat Size would only be Available if the System has at least 4 Orbits. So a System with only a Star and 2 Barren Planets Orbiting it would mean that the Habitat cannot be Upgraded as the System does not Support Bigger a Bigger Habitat.

And the Large Habitat Size would only be Available if the System has at least 8 Orbits.
(Only Actual Orbits Count. So Moons are not Counted. However Asteroid Belts are Counted as 1 Orbit)
Thus making them something only being Available in Large Systems.

This would on one Hand Maintain the current Balance a bit.
(Currently You can only Build 1 Habitat for each Main Orbit Body)
And it would also make it so that Systems actually have a certain Quality towards Habitats which is to be Considered when Building a Habitat.
Which Creates a Nice Situation Similar to Planets being Valuable.


B.
A Habitat only has Limited Slots to Connect Expansions and Supports.
A Habitat could for example Start with 3 Support/Expansion Slots and gain 2 more for each Upgrade of the Central Habitat.
Making for a Total of 7 Expansions/Support Habitats being Possible.
+1 for the Ascension Perk.
+1 for the Void Dweller Origin
And +1 Available from Technology

This is only an Example and the Numbers should not be taken Seriously. They only serve to explain the Point.



This would effectively make it So that a Big System with alot of Ressources would be very Valuable for a Habitat.
Because a Giant Habitat could Grow in this System.

While most Systems will only be able to Support Small or Medium Habitat.




Greetz Sun.
 
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Won't Orbitals overlap with Mininng Stations and stuff? I kinda like the second idea where you can build stuff on the Orbitals themselves.

Yes. They seem pretty much a redundant concept added to disguise the fact that the actual solution was to limit 1 Habitat per system to deal with both the computational impact and the pain for the player (in conquering habitat spammed systems) of AI's habitat spamming.
 
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How often are you going to capture one of multiple habitats in a system and then NOT take control of the system?
It depends on how long the game goes. By 2400 the galaxy is full of habitats, some systems have up to 8 habitats and it is really long until you assault them.
 
In the final prototype, Orbitals can be attacked by fleets and will be disabled at 5% HP, when disabled they no longer provide their benefits to the Central Complex. This can lead to districts being destroyed, buildings being ruined and more!
Stellaris seems to keep flipping back and forth on whether this sort of thing is desirable or not. Looking back at the dev diaries for early Stellaris, for example, it appears that much of the space-based infrastructure would get destroyed in wars early on and it ended up being (reportedly; I never played back then) miserable from a gameplay standpoint to have to rebuild everything each time.

Current Stellaris largely makes it impossible for most orbital infrastructure to be destroyed in combat, yet now we're swinging back the other way. Any thoughts as to whether the at-war implications of having a bunch of stuff get ruined by Orbitals being attacked is likely to put things in the same situation as early Stellaris, with respect to a lot of unpleasantness to rebuild after each battle/war?


Note that with respect to people wanting to remove megastructures, I suspect there are several sides to this. One is not necessarily related to a scorched-earth war campaign at all, in that perhaps one just really doesn't want a megastructure somewhere. (Say, they would rather put a Dyson Sphere or Ring World there instead... or that a gateway is just going to provide a way for a future opponent to take advanage of so one would rather get rid of it (during peacetime), or one doesn't want to pay the upkeep for it (e.g. hyper relays & the edicts for the same).) The remarks with respect to destroyed buildings etc. seem largely focused on the immediately-during-war aspect and not the "I don't want a megastructure here anymore (during peacetime)" part.

Thanks! We were worried there might be a reaction of "WHY DID YOU CUT X, IT LOOKS GREAT", but wanted to give the community another opportunity to have a peek behind the curtain.
I'd always encourage greater transparency during development.

There are always going to be people who are unsatisifed with anything you can do, so it would seem like it's undesirable to simply let that be a reason to be non-transparent during development. In addition, it is always possible that there may be criticism that has a beneficial result (e.g. by bringing something unexpected to one's attention etc.).