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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 100% agree Void Dweller should unlock voidborn at start. Unlike 3.2, Many former useless ascensions are useful and a must now, Such as Imperial Prerogative, Transcendent Learning. If Void Dweller must pick voidborn manually and waste 1 slot, It will be unbalanced compared to other origins. Currently AP slots are precious, So many useful perks and you can't pick them all.

I still have a lot of doubts, Will 3.9 greatly nerf Void Dwellers? In 3.8, Each habitats provides 4 districts, 7 building slots, 3 basic pop growth. But support habitats only provide 1 district.
 
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I prefer that habitats count towards the starbase upkeep.
Another alternative I can give is set a limit to the number of habitats per system depending on the level of starbase. Citadels can support up to four habitats and a mere outpost supports exactly 0.00 habitats.
 
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Having habitats count against the starbase limit adds a thorny problem: What do you do when you gain control over a system with an inhabited habitat, and now you're over the limit?

With a starbase, you can downgrade the starbase to get back under the limit. But you can't abandon a colony very easily[1] (and the gate against making it cheap to abandon a colony was intentionally put in there to stop colonizing over and over being a way to just make tons of pops out of thin air).

[1] Excluding the longstanding bug where auto-migration is broken, one of the ways in which it is broken being that the last pop will (still, even in 3.8.4!) auto-migrate away from a colony, without the 200 Influence cost.
 
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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.

I'd like to endorse this as well. Habitats as-are have an awkward entry-point of being a bit too expensive in the early game, and a bit too late if you're not an origin with a dedicated access to the tech to compete with early-game colonization. While this can make sense when there are multiple habitats per system due to the potential scaling, if habitats are only one per system, you're still going to want to be as wide as possible to reach maximum normal expansion in most contexts before investing in habitats later.

This could be countered by having the initial habitat be cheap, but the expansions be costly in terms of investment and pre-requisites. Especially if different parts of the habitat experience required different techs at different levels, at which point having 4 different tech barriers from tiers 2-4 could mean an advancement something like-

Tier 1: Game Start
Tier 2 tech: Central habitat: Cheap, but limited,
Tier 3 tech: Orbitals: Expanding, but expensive
Tier 4 tech: Orbital boosting buildings
Tier 5 tech: Something something habitat upkeep reduction repeatable?
 
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Having habitats count against the starbase limit adds a thorny problem: What do you do when you gain control over a system with an inhabited habitat, and now you're over the limit?

With a starbase, you can downgrade the starbase to get back under the limit. But you can't abandon a colony very easily[1] (and the gate against making it cheap to abandon a colony was intentionally put in there to stop colonizing over and over being a way to just make tons of pops out of thin air).

[1] Excluding the longstanding bug where auto-migration is broken, one of the ways in which it is broken being that the last pop will (still, even in 3.8.4!) auto-migrate away from a colony, without the 200 Influence cost.
What about the alternate solution I gave; limiting the number of habitats per system by starbase level?
It looks like you ignored that part and only focused on the part about me vouching for making habitats part of the starbase upkeep.
 
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The biggest problem with all of this is that, just like with Sprawl and Leader Caps, it's trying to solve a symptom of a much bigger problem, instead of tackling said problem itself.

They have all these 'solutions' to 'solve' habitat spam, but all the while it seems they never bothered to ask the question they should have asked from the start:

"Why does habitat spam happen in the first place?" And the answer to that is that it's part of a much bigger problem, one I and a few others have dubbed the 'Wide Problem'. That being, it's simply much more advantageous to play wide than it is to play tall. And why is that? Well, it all boils down to one single factor:

Pop Growth. More Pops = More power. More planets = more pop growth.
Ergo, spamming habitats = more pop growth = more pops = more power. It's not rocket science. It's the same reason that colonizing 9 tombworlds and one gaia world gives you more power than 3 gaia worlds, because at the end of the day, habitability doesn't matter as much as it should. Pop growth does. And the more things producing pops, the better.
And coincidentally, it's why spamming habitats are the 'correct' thing to do. Because more habitats = more planets to grow pops on = more power in places that it actually matters.

You will never solve the habitat problem in a satisfactory way until you solve the wide pop growth problem, because the habitat problem is simply an extension of that.
Why not both? reduce micro with the frame world habitats, but also implement true logisti. Growth to solve wide growth
 
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Merging all the Habitats into one big Habitat/Planet really undermines the unique play style of Void Born. Also it begs the question of why not just do that will all planets? Why even bother with individual planets if an entire systems economy is compressed into a single planetary window? I mean it's basically just a + District count upgrade akin to the Master of Nature AP or Orbital Ring Buildings that give extra districts. It's basically a one Habitat per system which just feels extremely limiting.

It also removes the unique specialized Habitat feel. There goes Fortress habitats, I mean do you really wanna waste all your building slots for the ONLY habitat in the system on strong holds? What about FARMS!!! Void Dwellers can only build farm buildings which need building slots and with limit buildings.

Ever since Habitats were introduced I've used them to address a major issue with managing my empire, which is LIMITED BUILDING SLOTS. You need lots of strategic resource buildings late game and the easiest way to get them is Habitats.

With the recent changes to allow bombard to capture with no ground troops you have most AI Habitats drop in seconds. Even before that most AI have almost no troops on them so it's like, "Oh Troops are landing.... Our Troops have seized a world". And when it comes to AI habitat spam I just laugh. If people think these AI got a "lot" of habitats they never seen my void born empire with multiple systems where every planet has a habitat.

This whole topic feels like it's coming out of left field and I think that is because it's trying to address the symptom rather than the cause. Empires need to expand and the ONLY way to do that is with Habitats. As you get to mid game your planets fill up, you run out of specific districts Energy/Mineral/Food, so you have to grow your empire. The choices are Vassalize someone for tribute, Conquer enemy Planets, or Build Habitats. Since the first two aren't always an option as you might not have the military or might be Pacifist that only leaves Habitats. Thus if your not building Habitats to expand come mid-game or engaging in wars of conquest your empire is likely stagnating and/or falling behind everyone else.

And quite frankly Habitats are pretty weak and were intentionally designed to be as they didn't want to replace planets. But there in lays the problem. You need a lot of them to offset what you can get from one planet. The bonuses you get planet side are so much better than Habitats, especially with orbital rings, that a Miner Job on planet compared to on a Habitat will produce far more Minerals. This is true of most jobs and thus you need more habitats with more population.

While I do think Habitats need a boost I don't think a complete overhaul of them into a one per system is the right approach. Instead they should be more upgradable as currently more habitats is often better than upgrading. You only get 2 extra districts for each upgrade and no additional building slots which means if you are going for a farm habitat you need more habitats, same with Admin habitats, and so on for any other such. Also since Habitats can't get Orbital Rings or their bonus buildings their production lags behind greatly.



As for the AI spamming Habitats how about some other options to expand for mid-game? I'm a fan of Gigastructures and I build very few Habitats compared to vanilla because there are tons of options for terraforming planets. Heck you can even colonize gas giants. Basically we need more options to expand our empires. The easiest fix for the AI is to just turn off their ability to build habitats, problem solved since that's the main complaint. Instead of they will continue to habitat spam it's just we are gonna merge them all into one Habitat build so it's easier to conquer.
I play voidborne the exact same way and have played it for almost two years straight now, the whole point of voidborne is too build as much as possible in as little space as possible. The loss of build slots bugs me too, this should be a new system not overhaul an existing one. More tiers or being able to get all 12 build slots are indeed the right approach. I mostly play vanilla though but a way to reduce ai habitat spam instead of punishing players too by removing our ability to spam habitats ourselves, which is viable as voidborne but not viable when all ai empires spam it when it comes to lag. slider is the right call overhaul should be a new feature or not be used.
 
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Merging all the Habitats into one big Habitat/Planet really undermines the unique play style of Void Born. Also it begs the question of why not just do that will all planets? Why even bother with individual planets if an entire systems economy is compressed into a single planetary window? I mean it's basically just a + District count upgrade akin to the Master of Nature AP or Orbital Ring Buildings that give extra districts. It's basically a one Habitat per system which just feels extremely limiting.

It also removes the unique specialized Habitat feel. There goes Fortress habitats, I mean do you really wanna waste all your building slots for the ONLY habitat in the system on strong holds? What about FARMS!!! Void Dwellers can only build farm buildings which need building slots and with limit buildings.

Ever since Habitats were introduced I've used them to address a major issue with managing my empire, which is LIMITED BUILDING SLOTS. You need lots of strategic resource buildings late game and the easiest way to get them is Habitats.

With the recent changes to allow bombard to capture with no ground troops you have most AI Habitats drop in seconds. Even before that most AI have almost no troops on them so it's like, "Oh Troops are landing.... Our Troops have seized a world". And when it comes to AI habitat spam I just laugh. If people think these AI got a "lot" of habitats they never seen my void born empire with multiple systems where every planet has a habitat.

This whole topic feels like it's coming out of left field and I think that is because it's trying to address the symptom rather than the cause. Empires need to expand and the ONLY way to do that is with Habitats. As you get to mid game your planets fill up, you run out of specific districts Energy/Mineral/Food, so you have to grow your empire. The choices are Vassalize someone for tribute, Conquer enemy Planets, or Build Habitats. Since the first two aren't always an option as you might not have the military or might be Pacifist that only leaves Habitats. Thus if your not building Habitats to expand come mid-game or engaging in wars of conquest your empire is likely stagnating and/or falling behind everyone else.

And quite frankly Habitats are pretty weak and were intentionally designed to be as they didn't want to replace planets. But there in lays the problem. You need a lot of them to offset what you can get from one planet. The bonuses you get planet side are so much better than Habitats, especially with orbital rings, that a Miner Job on planet compared to on a Habitat will produce far more Minerals. This is true of most jobs and thus you need more habitats with more population.

While I do think Habitats need a boost I don't think a complete overhaul of them into a one per system is the right approach. Instead they should be more upgradable as currently more habitats is often better than upgrading. You only get 2 extra districts for each upgrade and no additional building slots which means if you are going for a farm habitat you need more habitats, same with Admin habitats, and so on for any other such. Also since Habitats can't get Orbital Rings or their bonus buildings their production lags behind greatly.



As for the AI spamming Habitats how about some other options to expand for mid-game? I'm a fan of Gigastructures and I build very few Habitats compared to vanilla because there are tons of options for terraforming planets. Heck you can even colonize gas giants. Basically we need more options to expand our empires. The easiest fix for the AI is to just turn off their ability to build habitats, problem solved since that's the main complaint. Instead of they will continue to habitat spam it's just we are gonna merge them all into one Habitat build so it's easier to c

The changes look interesting, I'm not 100% sure how they'll work out in terms of satisfying gameplay terms.

As a mostly void dwellers megacorp only player, if I don't have to build and manage 50+ habitats anymore that'd be great, since managing branch offices can be enough of a faff.

If the habitat limit per system is 1, it does seem to be encouraging "wide" gameplay for void dwellers, may need to consider adding some empire size penalty from support habitats. I also hope that the specialised support habitats aren't hard limited (and instead "limited" by what's actually in the system, and the increasing penalties).


Can't speak for others, but I certainly do appreciate these types of dev diaries, and would love to see more :)
I'd agree this does seem to lean too far into wide gameplay. And i believe this should be a new system not change an existing tall strategy, we should have more diversity for tall strategies an this overhaul can be that diversity if it's it's own feature.
 
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What about the alternate solution I gave; limiting the number of habitats per system by starbase level?
It looks like you ignored that part and only focused on the part about me vouching for making habitats part of the starbase upkeep.
I remarked about the portion that I had something salient to add about. That isn't always going to be every topic in a given message that discusses multiple things (as happened here).
This could be countered by having the initial habitat be cheap
While it depends on what you mean by "initial habitat", if you truly mean the first habitat constructed empire-wide, if Overlord is available then you'll get free contact with the Salvage enclave upon researching habitats, and they'll give you a bonus of alloys scaled by monthly production, which can easily pay for a large part of a first habitat's alloy cost (obviously the influence angle is not spoken for here).

That, of course, assumes that you don't already have contact with the salvagers beforehand. As with many of the scales-with-monthly-prodution things that are used throughout the game, the mechanic is easily exploitable and one could choose to cheese it by shunting all production to alloys and going majorly into the red for CGs when you're going to discover that first habitat tech, if you prefer to maximize the alloy gift.
 
... not sure I like this experiment tbh. It just feels contrived.
It definitely sounds like an overcomplicated solution to a problem that first of all, has a much simpler solution, and second of all, isn't even the real problem anyway but simply a symptom of a much bigger one.

My solution to this is 1st of all, solve the pop logistic problem to discourage overly wide play in the first place. And 2ndly make it so you can only put down habitats in places where there's some sort of real benefit to it (places where they get districts for them. IE on places with science/mining/trade/energy districts or places with strategic resources so they can mine them.)

Here's something that no one has proposed yet: maybe do away with the orbital habitats entirely (except for void dwellers) and go the Planetary Diversity route of having planetside habitats instead. With the same restrictions.
 
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Dunno the mod you're referencing, but this sounds like Orbital Rings.
I'm talking about this one.

And no, the concept is very different. It's actually more like normal habitats, but instead of being in space, they're on a (normally uninhabitable) planet (think moon bases and such.) In the mod, they're kind of a predecessor to "proper" space habitats. Though oddly enough, they're actually far superior as they take the planet's size into account (and there's an asteroid variant).
Orbital rings just make your existing world better.
 
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Hi poeple, long time lurker, first time poster.
I play Void dwellers most of my games, and I got some crazy ideas that may be of some use... (maybe)
  • I play SP only, but I've seen that Void Dwellers are quite commonly used in multiplayer matches, in those year 30 to war settings. Void Dwellers main "advantage" in those MP games are the fact that they already got their 3 colonies up from the very start. In this upcoming update, with only one habitat at game start, and in a competitive MP game, there is no way a player will be able to produce 1500 alloys, build a new habitat, and benefit from it in this short 30 year window. Void Dweller will never be a thing in MP.
 
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  • Maybe Void Dwellers should get some kind of "guaranteed worlds", something like 2 (or whatever was configured in the slider) nearby systems with "shattered" habitats that got to be repaired for a lower price. A price that should be compatible with that aforementioned 30 year rush in MP matches.
 
  • Another issue with habitats is the lack of orbital ring buildings with production bonuses. Maybe we got to have an "upgrade" to orbitals, to grant those same bonuses. With a proper cost in Influence, alloys and strategic resources, to keep it in line with the orbital ring counterparts.
  • That Void Dweller trait (-10% growth) will become a kinda substantial nerf, and that the production bonus won't really make up for. Maybe it gotta be reworked. Without many habitat per system, from a pop growth perspective, this rework will be a massive nerf to habitat spam game (even if it is rightfully so).
 
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Random thought: What if Habitats could move?

Not especially quickly or cheaply...but it can relocate. It should be a chunk cheaper than building a new one though. Maybe this ability to move a habitat is something that could be locked to Voidborn/Void Dwellers, and/or cooldowns for doing so are reduced?

Why?

Because my thinking is that, unlike mining stations etc, orbitals can now consume the resources they're built around, but produce significantly more output for the duration, similar to terravores. When the system is drained, the whole habitat picks up and moves elsewhere, pops and all. The bigger the total population that's relocating, the longer this takes.

I wonder if this could introduce an interesting dynamic in terms of spacial agility? That Purifier has defeated your neighbour and now making aggressive moves towards you? Suck the border systems dry and get out of there, leaving them empty husks. Want to invade? Bring a habitat along to really establish your hold on a system. I mean, if you really wanted to go to town, Quantum Catapult a habitat across the galaxy to establish a far-flung foothold. If you land in the right system. Want to bolster your defences now some idiot opened the L-Cluster? Move a habitat to a choke point and make it bristle with defence platforms and fortresses

You could make it so you don't have to consume a resource with orbitals, and in terms of system ownership/conquest, they could continue to behave like planets; if the habitat hasn't escaped before you capture it, presto, it's now yours.

This feels like it could hook in well with the orbitals concept; it would make orbitals 'matter', in that you need them for maximum resource extraction, and to extend the capability of the habitat - but the orbitals themselves are locked to the system. A habitat might leave a system for $reasons, but that's ok...the orbitals remain. Someone (else?) can construct another habitat...or move one of their own in...and start using pre-existing orbitals. Orbitals without a habitat could 'fall back' to being normal mining stations.

I'm sure there's a lot of things and dynamics I haven't considered, but thought I'd throw the idea out there. After all, role playing as the constantly-moving Belters once they got Void Cities, or even the Necromongers, sounds fun
 
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Rename Orbitals to Orbitats
While that might or might not be a bit tongue-in-cheek, there is a bit of an unfortunate problem naming all these rather different concepts (starbases (outposts); starbases (upgraded); orbital rings; ring worlds; mining stations; now orbitals, too?) with at-times what are near-synonyms.

I certainly don't envy the people who have to find an appropriate localization translation for each of these that makes sense and yet distinguishes between all of the different concepts in all the different languages that Stellaris is localized in.
 
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