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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 find in like 90% of my games i never build megastructures .. 5% are just repairing the ones that are ruined and 5% building the naval capacity one.. and only build orbital rings over having too manage tons of habitats... habitats are just a pain in the butt on top of planet management, and you can either deal with the crisis and beat it and win game at that point in effect or you lose to crisis.. either way mega's are usually unused besides orbitals assuming i get the tech mid game...
 
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Of all of those, I think the one where the Habitats have Starbase-like extensions would be nice, as each one is essentially a small space station by design. From there, the notion could be that the habitat itself has a central control starbase--instead of just a support one next to it--that gives the Conqueror a unique button where they can just detonate the whole habitat complex in-system, rather than deal with invasion, or requiring the use of a Colossus. This would incur penalties as though you did, say, crack a planet, though. After all, all the pops are dead. This would essentially be a time-to-enact decision that could start at a year or so to accomplish.

This shouldn't be available to Xenophiles or Pacifists, unless dealing with Genocidals... At least DS and DE.

Also, as some people point out, it feels odd having Orbital Rings and Habitats block each other, when the two things would effectively be built at different levels so as to not interfere with each other. The habitat's "stations" could also function as extra gun points to reinforce the systems, which would help Void Dwellers who'd normally not want to set foot upon the surface of a normal world.

Lastly, the massive penalty to habitability per extra subordinate "habitat" feels awkward, especially at -5% per tier, as that would make it nigh-impossible to have the main habitat be livable past a certain point, and just having a long commute shouldn't interfere with habitability--if anything the pops would be living and working in those far-off spots rather than the main hub. The main hub is just administrative, as well as the main core of where people live.

In essence, the sprawling habitat is like a metropolitan city. The main hub would be a downtown region, and all the support habitats would be suburbs or engulfed cities by the sprawl of the central city.



What could be done is a mixture of the larger "stations" and the smaller "orbitals". Smaller orbitals would get put on asteroids, moons, with deposits--granting relevant districts to the habitat. Sub-stations can get placed over main bodies or colonies (where colonies that are moons still get a larger station), granting greater access to a larger variety of districts based on what they get built over allowing various choices of modules & buildings.

Stations built over colonies would not have access to weapon armaments, as that purpose is taken over by Orbital Rings. However, ones built over, say, a Gas Giant, can choose to either mine the giant for various resources, or get turned into a fortified Bastion. Intact Bastion-stations must be dismantled first before the habitat as a whole can be, from my first initial suggestion at the start of this post.
 
I love the insight of this Dev dairy.

Not overly a fan of the options as a SP player with over 4000 hours played. Habitats need some love but this takes all immersion (base fantasy) out of habitats with these options. I do love the idea about the upgrade able "orbitals" I'd just rather see that on asteroids and airless/toxic moons as a way to colonize them or increase their usefulness. Possible suggestions around some issues.

  • Conquering systems with Habitat- Never had this as an issue on any map size with generally max AI opponents in the game (so space is limited and they would spam) Solution have a tab setting limit per system on habitats none-unlimited. Another option to this which would add to the base fantasy is Habitats have a limit on defensive armies and can't have fortresses or strongholds built on them.
  • Habitats being far to common- Most sci-fy that refer to habitats they are common as they are cheap way to mass produce living space and farming area.
  • Habitats are too good at certain things- They should be good at certian things alloy production, food production, energy production. But they should be bad at things too pop growth for non void dwellers along with habitablity, increased consumer goods usage.
  • Issue with Hive mind growth and void dwellers- Probably just easier to make a new civic "Born to the Stars" only for hive minds. Start with one unique habitat and the ablity to make more (lithoids could look like Crystal Nidus, Biological something akin to Orek Vuul, Aquatic could have a water ball) to make up for not having two other habitats give them a buff similar to tree of Life, or the ability to produce Crystal entity/amoeba ships that can be modified.
 
Will the support orbitals be able to defend themselves at all/will there be orbitals designed specifically for system defense? I don't necessarily think they should be great at defending like a starbase or orbital ring, but maybe more like a defense platform? Or are they going to be treated more like research/mining stations, where only players and certain special NPCs target them in the first place?
 
Not overly a fan of the options as a SP player with over 4000 hours played. Habitats need some love but this takes all immersion (base fantasy) out of habitats with these options. I do love the idea about the upgrade able "orbitals" I'd just rather see that on asteroids and airless/toxic moons as a way to colonize them or increase their usefulness. Possible suggestions around some issues.
As a fellow single player with over 2,000 hours, I think I'd have to disagree. I like the idea of a system sprawling habitat complex. I've actually found myself rarely building habitats in games because of the management. But integrating them into one interface, and building up orbitals over time is something I'd look forward to. I think the fantasy can be maintained. With a civilization capable of FTL and rapid transit, possibly greater than what we see in the Expanse, a network of habitats in a given system acting as one does work for me, all trading between each other.

Only thing I'd like consideration for at some point, and this goes for the welwala's as well, is granularity in ethics, unity, and such as you move out from the capital system. It's not really achieved with Frontier Planets at the moment, and it could partially make use of council legitimacy. You need to take more effort to manage and appease the population in far flung sectors than your captial worlds. Lest they begin to resent your grip on them.
 
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I enjoyed this format for the dev diary. This is an interesting angle on habitats and if it were a mod I would try it out at least.

When I play non-gestalts, it's mostly void dwellers. What I like about it is mostly the consistency - I can take a very small footprint with very few resources and do a lot with it. This is possible in part because even deposit-less rocks are useful - I can turn them into agriculture stations, trade stations, foundries, refineries, science (using the buildings rather than the districts)... I hope that whatever we end up with will continue to offer that option, building habitat extensions over "dud" celestial bodies in order to get more trade, industrial, or agricultural districts, with only science, energy, and mining districts capped by deposits. I don't really see a possibility for one-complex-per-system where void dwellers don't end up with massively fewer building slots than they currently have. I'm also worried about the implications on void dweller population growth, which is currently massively parallel once you've survived and built yourself out of the earlygame. The strong midgame is the reward for a dangerous earlygame where you are spending your alloys on habs instead of fleet and scraping by under a bunch of tight constraints. I would certainly appreciate a habitat scheme where I didn't end up with 30 of them (and the empire size implications of that), because I feel like the sweet spot for managing planets without automation is 10-12, but so far I'm sort of worried that this it might turn out to be a big nerf that comes with some QoL improvements.

Being able to use moons does sound pretty great though.

While we're on the topic of void dweller QoL improvements, it would be nice if the early game didn't require building a ton of excess housing to prevent a pop growth stall due to low planetary capacity. Currently you end up doing two working districts and two habitation districts on the initial size-4 habs and then the next 6 or 10 or so size-4 habs that you build before you start doing upgrades. This doesn't feel great and is not intuitive; it's a huge trap for new players who haven't been bitten by habitats' tiny planetary capacity before. A simpler / clearer planetary capacity situation in the earlygame probably wouldn't really make up for the loss of massively parallel population growth in the midgame, but if we're here fixing stuff, it might be an objective to consider in a redesign.

Also agree with previous posters that this is a good opportunity to introduce habitat base output boosters parallel to orbital rings' eg Low Gravity Mega-Refiners. If we can't have as many pops (sure, sure, go take somebody else's, but void dweller is a good attitude-match for Inward Perfection (highborn, not of the dirt, no need for your terrestrial resources or bulky terrestrial pops) and it would nice if that remained true), we're gonna need them to be more efficient on a per-pop basis.

Would also be nice to be able to gene-mod Habitat Preference / Void Dweller onto other species with genetic ascension...
 
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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?
They say it becomes disabled after it drops below 5%. I think means that it doesn't get to zero, and also that it doesn't get destroyed.

You'd have to spend minerals to rebuild the districts, though. That sounds extremely annoying.
 
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I have mixed feelings. I really like the idea of working on habitats and fixing habitat spam and some of the other issues you brought up, however, I feel like you have done a good job identifying issues, but I don't think you have a great final solution.

My primary concern is to not break habitats. They primary are used for the following reasons:

1- as fortress habitats to slow attack through key chock points.


2- as feeder habitats for increasing population growth

3- as a way to play tall and viable with only controlling a few systems

4- as a role play thing.

My concern is that some of the ideas you considered detract from the game by destroying one or more of those options.


It is not really that annoying to have an army invade 5 habitats in a system, but... Things add up... Right now with a lithoid xenophob build where I don't want aliens, or really any build where the player only wants 1 species, the player needs to spam habitats to actually fill planet jobs, especially after conquest. Having 50 habitats is really necessary to get close to the growth of empires who can invade planets and just take their pops. My lithoid, spiritualist, xenophobic empire kills the robots and either kills the aliens or segregates them to a no colonization no reproduction slave world. So I need to make lots of people. The only way to really increase growth is more planets and so that means making lots of habitats.

Combining habitats means less population growth... And your first idea would require spreading out the problem. Right now, I can have 5 or 6 habitats each for a central core of systems, no so bad, but your first idea would make it basically required to have a habitat in each system possible. Lots more annoying. Especially with the reduction in habitability... Better to have lots of low level ones... Remember, the ultimate goal is feeder habitats.

If you essentially make habitats impossible as feeder habitats, the alternative becomes more habitable worlds, order other stuff like that which increases the spam.

Ring worlds are already big, useful habitats basically and they have 4 ring world segments. Do, I just don't see how 1 to 6 habitats in a system are really a problem.

However, there is an obvious solution to help the habitat spam issue, allow for 3 types of habitats...

The three types of would be :


1- habitat system complex - this would be a repeatable megastructure that starts with a central habitat administration center orbiting a star/s. It upgrades with building connected habitats over each planet and moon in the system. They would all be one habitat in terms of districts and building slots, but each would allow for more new districts for each world or moon included. Habitability wouldn't decrease, and individual habitats in the complex wouldn't be upgraded individually. An entire complex for say 7 plants and moons may have say 35 districts originally with the special features allowing for more stuff. If the system has an astroid field or any planets with minerals, astroid mining would be possible. The entire system could be upgraded twice to add 10 more districts each time. Plus 1 additional population growth per habitat and plus 10 percent growth per level upgrade. Ascension would add to the population growth as well. This would give you 1 'world' to invade and reduce spam.

2- keep the current habitats as the 2nd type people can build, but greatly reduce that as a preference for the ai.


3- allow for habitats to be built over existing worlds and they would add to that world. These habitats would basically add the basically same districts as a normal habitat would, except just added to the planet. Thus, people can just administer and invade the habitat. These would add say 6 slots just like a regular habitat with one upgrade. Plus, would increase population growth by plus 2 or 3. Some civics would get an extra merchant job or whatever. This would be the ai preference.

I do have agree with starting options to allow limiting habitats if people choose it. I like that.

This idea, the 3 habitat options should greatly reduce spam as the options 1 and 3 both are much easier for invading and administering.

It should result in the option 2,standard habitat, mostly being used as a defense habitat, breeding habitat, and for when empires need lots of building slot for ancient refineries, resource silos or fortresses. If you really want to further cut down this type of spam, it might be possible to add more stuff, but I feel like small steps are best. Why use a complex solution when a simple one will do.


In my opinion, adding the 2 other types of habitats is easier. It should be relatively easy to add the habitat over a planet option. That is basically just making a planet bigger and it should not have many difficulties.

The option 1 habitat megastructure shouldn't too hard, as we already have megastructures with upgrades and this would not be too much different from existing mechanics. Plus, they are easy to test and a great starting point too work from.


If may be that trying them will fix the issues, but I am even if not, they should be a great and safe way to explore making changes. Far better, IMHO, than either of the first 2 ideas in the diary. Both those ideas involved messing with a lot of stuff. This just adds two things.
 
They say it becomes disabled after it drops below 5%. I think means that it doesn't get to zero, and also that it doesn't get destroyed.

You'd have to spend minerals to rebuild the districts, though. That sounds extremely annoying.
Yes, it's the districts etc. that I was referring to. For example, do you need to go and rebuild all the extra districts in every habitat-built system that an enemy fleet went through, and are we going back to how it was in "old Stellaris", with this change?
 
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As I mentioned, I like the second iteration where you can build stuff in the orbitals to power up the central complex. It has a lot of potential, with unique orbitals around unique bodies, like asteroids and stuff.

The main issue I think is that it's a nerf to Avoid Dweller and similar play-styles in two aspects:
  • Less building slots over-all. An system with ten habitats (like the Void Dweller home system) had a over 100 building slots available. This is a huge nerf compared to only 12 for an habitat complex.
  • No parallel pop growth. Having 20 pops being built in parallel in the Void Dweller home system is a huge boost compared to only two .
This can be delegated to Orbitals in the second idea, but not sure if it's enough to compensate. Especially in the pop-growth, unless you can build something on Orbitals to make pop growth in the habitat central complex X10 faster, or build pops in the actual Orbitals.
 
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If you really need to get rid of fortress habitat spamming then you must also rework the entire mechanic of war.

Because right now one of the thing that alleviate the problem of war ending in just one decisive battle is fortress habitat spam.

It's help delay the attacking force so the defender can regroup and fight another day, without it, most war end in just one battle and the rest is just a mop up that is way too fast for the defender to gather their strength to fight back.

*EDIT*

Also why can't you just like add a button to destroy your own habitat?

So that anyone that don't like them can just destroy them when come into possession of habitat.
 
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Hi everyone!

''''
Consider this an opportunity to address building bases on barren moons and planets. After all, why go through the effort of constructing an artificial planet when an actual small barren planet or planet sized barren moon exists? Asteroids included. Colonized asteroids are an old sci-fi trope. Those are pre-existing orbitals to build upon. Galaxy generation creates them, just list them with their given names in the interface and clicking on them gets a management screen. They don't have to have corresponding graphics assets on the system view that would clutter the screen and slow framerates.
 
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.

There is 3 Big Problems with that "Solution"

1.
The Entire Idea of Habitats is the Ability to Build Tall with a few Systems.
So just having 1 of the current Habitats per System would Completely Defeat that Purpose.

2.
With the current Habitats. Only having One per System would not only make them Generally fairly useless for the Player because with just One per System You run into alot of Micromanagement Problems as well as them being exceedingly Inefficient.

3.
Actually if You kept current Habitats and just Limited them to 1 per System. It would make Habitats even more Friggin Annoying. Because Suddenly You would not have 5 Systems of the AI where there is 3-8 Habitats thus Forcing You to keep an Army there on Auto to Conquer them.
But You would have friggin 40 Systems with One Habitat each where You would need to Micro Your Army from one to the Next...
It would make the Problem Worse instead of Fixing it.


And thats just the Gamebreaking Problems.
There we have not talked about them being Boring and Useless for most Players and thus likely just ending up unused.



Hence why it makes more Sense to maintain the Habitat Numbers but Combining them into One Entity per System.
Thus making them more Interesting and keep them Viable. While at the same Time Reducing Computation Requiredments and Quality of Life for both Managing and Conquering Habitat Systems.
 
I'm divided with this.

On one hand, I like the idea presented here, but on the other I can't shake off the feeling that streamlining habitat construction into a central habitat complex, no matter how much you can upgrade it trough secondary orbitals, will have many unforeseen negative consequences for the game.

From the top of my head, I think some of these consequences would be as follows:

-This won't solve the pop growth increase resultant from habitat spam, it will just force players to build habitats in multiple systems instead of in only a few.

-As others have already said, this would impose an extreme Nerf on Void Dwellers, as it would drastically reduce the amount of building slots they can unlock trough the game.

-This would also impose a significant and unwarranted Nerf on all tall empires, as it would force them to expand further.

-This would drastically change warfare for the worse, as fortress habitats are the only thing keeping wars from ending after the first few fights (past mid game), as star-bases are generally useless against powerful fleets but fortress habitats can be used to fortify choke-points effectively (the fact that orbitals can be seemingly damaged and deactivated by fleets makes this significantly worse, and would make fortress habitats largely useless).

-From a role-playing perspective, having just one habitat per system won't feel as satisfying as having many, but this is subjective.


Just some thoughts. I think the team is doing a good job with this topic, but I would advise caution and recommend further experimentation.
 
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There is 3 Big Problems with that "Solution"

1.
The Entire Idea of Habitats is the Ability to Build Tall with a few Systems.
So just having 1 of the current Habitats per System would Completely Defeat that Purpose.

2.
With the current Habitats. Only having One per System would not only make them Generally fairly useless for the Player because with just One per System You run into alot of Micromanagement Problems as well as them being exceedingly Inefficient.

3.
Actually if You kept current Habitats and just Limited them to 1 per System. It would make Habitats even more Friggin Annoying. Because Suddenly You would not have 5 Systems of the AI where there is 3-8 Habitats thus Forcing You to keep an Army there on Auto to Conquer them.
But You would have friggin 40 Systems with One Habitat each where You would need to Micro Your Army from one to the Next...
It would make the Problem Worse instead of Fixing it.


And thats just the Gamebreaking Problems.
There we have not talked about them being Boring and Useless for most Players and thus likely just ending up unused.



Hence why it makes more Sense to maintain the Habitat Numbers but Combining them into One Entity per System.
Thus making them more Interesting and keep them Viable. While at the same Time Reducing Computation Requiredments and Quality of Life for both Managing and Conquering Habitat Systems.

Seriously?
You have the gall to feign to quote my post while saying things I did not say? Seriously, man?

I have never said that making 1 Habitat per system was what I was suggesting...I have said that is what they are trying to do!


Hence why it makes more Sense to maintain the Habitat Numbers but Combining them into One Entity per System.

That in English still means that you have 1 Habitat per system.
The other are feature-adding cosmetic elements, like the mining stations and research stations.

Thus making them more Interesting and keep them Viable. While at the same Time Reducing Computation Requiredments and Quality of Life for both Managing and Conquering Habitat Systems.

Mmmmh...More interesting?

Yes...we all see how Stellaris players are constantly lusting after and talking about mining stations and research stations!!
What exciting game elements they are those cosmetic elements that just "unlock things"!!!

P.S.: Your clumsy attempt to counter my critiical post just for being a criticism (given you did not counter what I was saying in it) almost make me wonder if you aren't a sockpuppet account of the Dev who had such an awful nerfing idea in three smokescreen variants!

( Obviously it would be pretty surreal, given that sockpuppet accounts are generally a tool used by CIA, Feds, etc...for much more serious deception tactics...but one might wonder if "sockpuppets accounts to support one's bad ideas" aren't just the end of the line of "respectfully disagreeing" instead of "disagreeing"... )

I am sorry, man..."The Emperor is Naked"!

This is just an unimaginative nerfing solution with three cosmetic smokescreen variants!
No amount of wild cavorting will change that horrible impression!
 
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If you really need to get rid of fortress habitat spamming then you must also rework the entire mechanic of war.

Because right now one of the thing that alleviate the problem of war ending in just one decisive battle is fortress habitat spam.

It's help delay the attacking force so the defender can regroup and fight another day, without it, most war end in just one battle and the rest is just a mop up that is way too fast for the defender to gather their strength to fight back.

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.
 
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My suggestion: integrate the Habitat Central Complex with the system Starbase. The Starbase is easy to find even in a busy system, acts as a system hub already (helping to sell the idea that this is really a swarm encompassing the entire system) and if the habitat functionality is tied to the Starbase level in some way, gives a natural-feeling soft cap for empire habitats which should help smaller empires stay competitive longer.
 
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