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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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Would it be possible to make habitats destructible through conventional weapons or even espionage? Empires never seem to have an issue blowing up marauders' habitats, so why not a hostile neighbor? It could even have its own policy, like Orbital Bombardment has already.
Add guns to the habitats (in addition to the starbase) and I'm... Actually on board. Bombing a habitat to 100 devastation simply destroys it.
 
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Add guns to the habitats (in addition to the starbase) and I'm... Actually on board. Bombing a habitat to 100 devastation simply destroys it.
This sort of thing (e.g. having the then-analogues of starbases be destroyed etc.) was how things used to work in very old Stellaris, or so perusing the forums and old dev diaries suggested (I was never playing then). The remarks at the time also suggested that it ended up being pretty much universally reviled as miserable to deal with the aftermath of reconstructing everything after each war, being why today many things are (for no reason that makes "sense" other than to avoid gameplay misery) not "destructable" by an opponent.
 
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My main concern is that this sounds like it might be a huge pain with colony designations when there's only one colony but it will (especially as void dwellers) almost always be a completely random mix of available districts that you do actually need to work. With one per system, void dwellers don't really have the option to specialize each one given the amount of relevant deposits per system.
The concern about planetary designations appears valid to me. It would be great to hear from the development side what considerations are being made as far as how designations will work for habitats now...
 
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This sort of thing (e.g. having the then-analogues of starbases be destroyed etc.) was how things used to work in very old Stellaris, or so perusing the forums and old dev diaries suggested (I was never playing then). The remarks at the time also suggested that it ended up being pretty much universally reviled as miserable to deal with the aftermath of reconstructing everything after each war, being why today many things are (for no reason that makes "sense" other than to avoid gameplay misery) not "destructable" by an opponent.
I'm more imagining it as a tradeoff where it's vulnerable to destruction, but has a significant defensive power in addition to the starbase itself. Keep in mind that back then defenses were, instead of not always being enough to fight off a fleet, generally useless for combat.
 
Hi guys,

My personal pain-points of Habitats:
- Habitats pop up too late if you have a more restricted start with low amount of colonies as technology.
- Side effect is that also by the time I can usually "spam" them, pop growth is already slowing down a lot.
- General integration feels less interesting than planets.
- High alloy cost can be frustrating when picking between growth and fleet, which isn't the case with planets.

Feedback on the experiment:
- Love the idea of a central habitat that can be expanded, great game design solution that is simple enough without breaking the immersion.
- Research options are good, just consider the load on engineering research vs. planetary aspects being more loaded on biology, thus allowing faster tech-advancement for fleet development.
- I'd love to see the choice between mining / research stations or a habitat expansion.
- Please stick with simplified habitat expansion, not orbital rings - while they're nice in low amounts, the load on UI and management of the in the right menu is going to be very annoying for little benefit. Imho management should in the main habitat screen anyway - expansion can just very simply either add additional slots or unlock new district types.
- Personal opinion - I feel that habitats should be less focused on resource generation unless this is something the empire is focused on. Roll it into origin and ascension perks to be able to make up for the lack of planets with resource districts.
- You could consider also using the mechanic of megacorps/overlords with special buildings but within your empire to modify the habitat further.
- Adjust costs to be more in line with colony development.
- For void dwellers I'd like to see unlocking of extra development stage of the habitat.
- Starbase cost seems a good integration into an existing system but might also lead to issues down the road when you want to rework starbases. Unless you want to rework starbases at the same time (please consider making them more impactful than current defense/shipyard/navalcap base templates), I'd separate them - I know, UI won't love it to add yet one more slot but I feel it's more flexible and can be easily added as +X amount of habitats like starbases.

And as a final word - thanks for sharing and eloborating on your design process. It's much appreciated and made for a good read. Looking forward to what will come out of it!
 
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This sort of thing (e.g. having the then-analogues of starbases be destroyed etc.) was how things used to work in very old Stellaris, or so perusing the forums and old dev diaries suggested (I was never playing then). The remarks at the time also suggested that it ended up being pretty much universally reviled as miserable to deal with the aftermath of reconstructing everything after each war, being why today many things are (for no reason that makes "sense" other than to avoid gameplay misery) not "destructable" by an opponent.
Miserable was a great word for it, yeah. Though it's a bit hard to disentangle that misery from the misery of chasing fleets that were using different FTL modes from mine. Since catching the other fleet was a matter of chance, instead you'd both just run around destroying infrastructure rather than engaging in a decisive fleet battle. Still, I really, really hope we don't end up with a habitat rework where habitats are destructible by anything less than a colossus.
 
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The idea that the habitats have modules could be a good way to also give them something similar to defensive rings, with modules that give more shipyards or defense cannons
 
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Also, you mention that Void dwellers will start with the Voidborne AP effects. does that mean that, that origin will be getting those buffs and then also be able to stack them with the AP's buffs? OR is it more of a teachers of the shroud situation where the AP is basically already applied to the origin and thus getting a "Free" 9th AP?
The latter.

This sort of thing (e.g. having the then-analogues of starbases be destroyed etc.) was how things used to work in very old Stellaris, or so perusing the forums and old dev diaries suggested (I was never playing then). The remarks at the time also suggested that it ended up being pretty much universally reviled as miserable to deal with the aftermath of reconstructing everything after each war, being why today many things are (for no reason that makes "sense" other than to avoid gameplay misery) not "destructable" by an opponent.
It was pretty miserable.

In our current internal iteration, Support Orbitals can be attacked and disabled much like Starbases, and will repair themselves on a monthly tick if there are no hostiles in the system. We're still experimenting with what will happen to the main habitat when they get disabled.

The concern about planetary designations appears valid to me. It would be great to hear from the development side what considerations are being made as far as how designations will work for habitats now...
In the initial iteration, habitats will retain their current designations. We do acknowledge that mixed-purpose stations will likely become more common after these changes, so we'll keep an eye on this and see if changes need to be made to them.

I love this style of dev diary! I generally try not to complain too much about videogames anyway, but this sort of in-depth look helped heaps in being able to understand why y'all make certain decisions, and why """easy alternatives""" or "cool ideas" might be worse in ways we can't really see. I really appreciate y'all trusting us with this.
This seems to be the general consensus so I'll continue with these. We were a bit worried that people might get extremely attached to some of the early ideas that we decided weren't feasible for various reasons, but I figured that the amount of valuable feedback we would receive would be worth that risk.

And it was! Thank you, everyone.
 
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I think reducing the habitat spam sounds really neat - at the same time, I do worry a bit about the ability to specialise or keep the tall playstyle viable when compared to a wide playstyle. One of the charms of habitats to me was always the ability to squeeze a lot of empire into relatively little space, keeping up with the more burgeoning/wider empires, and I hope this concept can stick around.

I'm also not entirely sure how I feel about the habitability malus. I understand that living in space and living on planets are two entirely different beasts, but it'd be nice to be able to adapt and evolve, especially if specialising using voidborne, to being quite comfortable on habitats - a home in space, if you would, rather than 'Well, this is nice, but I'd still really rather be on a planet'.

All in all it looks really neat, though!
 
To showcase some further iteration that we've been working on - we're exploring Orbitals that give additional jobs to the Transit Hub/Interchange buildings.

1690800491517.png


1690800571057.png
 
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I think a Fortress Orbital that can and will be easily deactivated by raw fleet firepower is a huge liability, unless the deactivation only impacts the housing provided and not the Soldier jobs. We don't want defensive armies that go *poof* during a system invasion.

If you want to make Fortress Orbitals useful, I think you gotta give it more survivability with health and firepower scaling accordingly to that system' starbase level, as well as having them add starbase Defensive Platform capacity. The more Fortress Orbitals, the more defensive platforms in the system (maybe even around each orbital).
That would mean that Fortress oriented habitats/systems would not only be hard to conquer but the system itself would be beating at fleets harder than before, which is the real battle that matters nowadays.


On another note, the richness of certain system deposits could give modifiers to Habitat jobs (not +districts amount).

Example:

• Orbital over [2~3] Mineral deposit - no modifier.
• Orbital over [4~5] Mineral deposit - High Quality Minerals (+15% minerals from jobs).
• Orbital over [6 or more] Mineral deposit - Exceptional Quality Minerals (+25% minerals from jobs).

Or you could instead sum the total amount of Minerals in the system (with built Orbitals) and designate thresholds for those modifiers based on those (and the same for most other resources). That means an additional layer of strategic thinking on habitat placement and specialization.

Example:

• Orbitals deposits sum 2~4 Minerals - no modifier.
• Orbitals deposits sum 5~8 Minerals - High Quality Minerals (+15% minerals from jobs).
• Orbitals deposits sum 9 or more Minerals - Exceptional Quality Minerals (+25% minerals from jobs).
 
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I really hope some modder will setup a mod to undo all these absolutely awful "design ideas" that the Paradox team is wasting hours and hours just to hide the fact that they want to reduce habitats to 1 for each system. I really hope there will be a mod to delete each and every addition of this awful and ill-conceived "experiment" and bring back the current habitat system.
 
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To showcase some further iteration that we've been working on - we're exploring Orbitals that give additional jobs to the Transit Hub/Interchange buildings.

View attachment 1009573

View attachment 1009574

It is simply awful! You are just filling the galaxy with other uninteresting cosmetic elements as mining stations and research stations which are neither source of excitement nor of discussion on part of anyone within the community.

Why you don't turn the entire system into a single unexciting aggregated UI panel in which planets and any mega-structures added just adds unexciting modifiers?

Seems a *great idea* to "rework" Stellaris!

If you do without all elements within the system and turn them into individual UI panels, the game would probably be incredibly lag-less....
 
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It is simply awful! You are just filling the galaxy with other uninteresting cosmetic elements as mining stations and research stations which are neither source of excitement nor of discussion on part of anyone within the community.

Why you don't turn the entire system into a single unexciting aggregated UI panel in which planets and any mega-structure added just adds unexciting modifiers?

These are just ideas, you have every opportunity to help shape them more to your liking and so for that reason, it's important to remain constructive. Maybe you can suggest an alternative.
 
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These are just ideas, you have every opportunity to help shape them more to your liking and so for that reason, it's important to remain constructive. Maybe you can suggest an alternative.

This is very true, the primary reason we're sharing this early on in development is to get constructive feedback from our players.
 
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One other alternative to Orbitals is in-world Support Habitats, such as domed colonies in barren/frozen worlds (and even Asteroids) and floating colonies in gas giants and toxic worlds (probably also molten).
It kills two birds on a single slingshot, you are not making barren worlds colonizable but instead making them extensions of a System Habitat and everything is still managed from the Complex in outer space, while also fulfilling the fantasy of mini colonies in those worlds.

It would require some more UI development but it is a genuine way to answer to an old suggestion of the community. Please do consider this, one way or another we want these sci-fi elements in the game someday.
 
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These are just ideas, you have every opportunity to help shape them more to your liking and so for that reason, it's important to remain constructive. Maybe you can suggest an alternative.

No, Foxosaur.

These are not "just ideas":

They have come up with the unimaginative "1 Habitat per system" solution and were so callous as to produce four fake variations of the same exact idea to throw a smokescreen in our face and hide the fact that they came up with the least imaginative and brilliant solution and are dead-set with going for it!

Given some people seem to fail do understand that "Aggregating into One" is exactly the same as "Having just 1", their smokescreen seem to have worked pretty well with a fair amount of people... ...it's like the strategy of giving two fake alternatives to try to sell your idea!
 
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No, Foxosaur.

These are not "just ideas":

They have come up with the unimaginative "1 Habitat per system" solution and were so callous as to produce four fake variations of the same exact idea to throw a smokescreen in our face and hide the fact that they came up with the least imaginative and brilliant solution and are dead-set with going for it!

Given some people seem to fail do understand that "Aggregating into One" is exactly the same as "Having just 1", their smokescreen seem to have worked pretty well with a fair amount of people... ...it's like the strategy of giving two fake alternatives to try to sell your idea!

So in their summer breaks, they get some free time to explore "how to solve problem / improve <x>". You're just seeing Alfrays initial work on this followed by Eladrins feedback - followed by another iteration of that work. Maybe you can just say you don't like the solution to Habitats but then come up with something else to move the conversation forward :)
 
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