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Stellaris Dev Diary #58: Habitats

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to cover a feature coming in the (unannounced) expansion accompanying the 1.5 'Banks' update: Habitats. As before, I still can't say anything about the release date of the update/expansion other than that you're in for a bit of a wait.

Orbital Habitats (Paid Feature)
One of the things we have stated that we want to address is the lack of options for building 'tall' in Stellaris: Even if you're playing pacifist xenophiles that have no interest in conquering others, sooner or later your empire is going to have their borders closed in on all fronts, all the habitable planets in your space will be terraformed, and your only option for further expansion is to grow your space through conquest. When we say that we want to enable building tall, however, this doesn't mean we're going to make being a five-system empire just as good as being a fifty-system empire: There should always be an incentive to expand your borders, but for those who do not want or simply cannot do this, we want there to options other than just stagnating.

Orbital Habitats is one of our solutions to this problem: Instead of expanding to new systems and colonizing new planets, you create new, artificial 'planets' for your Pops to live on. Orbital Habitats are massive space stations that function like small (currently size 12, though this may not be the final number) planets that (like Gaia Planets and Ringworlds) have 100% habitability for all species. They can be built around any non-habitable planet (not asteroid or moon) in your space, and there is no limit to the amount you can build other than the number of such planets you have to build them around. Habitats function exactly like a planet: They can be colonized with whatever Pops you want to live there, they can be worked for resources by constructing buildings there, and they count as a planet for the purpose of empire research costs. In order to build a habitat, you need to have researched the maximum level of spaceport technology and picked the 'Voidborn' Ascension Perk (for more info on Ascension Perks, see dev diary 56)
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Habitats mostly do not have tile resources with the one exception that if the planet they are orbiting has a resource that could otherwise be worked by a mining or research station, that resource will be present on one of the Habitat's tiles. Instead, Habitats have their own, unique set of buildings distinct from the normal planetary buildings. Overall, Habitats are efficient when it comes to research and energy general, but do poorly when it comes to food and mineral production. These buildings are 'single-stage': they have a fairly large upfront cost and high immediate research production, but cannot be upgraded. The reason for this is to allow for easier management of systems with several habitats in them.

Graphics-wise, Habitats use different models depending on which ship set you have selected, and each ship set (including Plantoids) has its own habitat model. They also have their own planet icon and will get a unique planetary graphic and tile set (that is still a work in progress and thus not shown below), emphasising the ways in which they differ from regular planets.
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That's all for today! Normally, this is where I'd tell you what next week's dev diary is going to be about, but this time I have to keep it a secret for the time being... so all I'm going to say is that it's going to be big.

Very big.
 
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I gotta say, I don't understand why this is paid content when there is a mod that already does this for free, besides it being officialy supported, and not being a "hack".

If you are talking about one of the alphamod submods, well, not everyone like that mod...and maybe we want to have orbitals in vanilla and not so many changes to Stellaris unlike AM. Altough I get your point of view.
 
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...The last two dev diarys are nice but the features will not change the game. The AI, Combat, Empire management and Tile Management are still awful and nothing shown looks like its going to change it.
These new features are nice as they add something to a pretty bland game but so far they will not change anything in a meaningful way.
Its a bit like putting sprinkles on a turd, it will look a bit better but its still a turd.

I might not be the best player ever but I see no great problems with the AI. I have never been bored with this game. Describing it as a 'turd' seems a little harsh to me.
 
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Because it lets you add in other mods that change the game further to your liking without having to cause compatibility issues.
You can also mod other mods to your liking. There is no need to be offensive even if you disagree with me.

And I feel it is a proper question, given that this feature can be feasible already without this content.
 
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I might not be the best player ever but I see no great problems with the AI. I have never been bored with this game. Describing it as a 'turd' seems a little harsh to me.
This guy reminds me of a guy I know who "develops" or "used to develop" the desert strike map on Starcraft 2. That guy is even more insulting when he uses the word turd, particularly in relevance towards players and any suggested developments/upgrades to the map, and has developed significant ire to the point where I stopped playing the particular map despite LOVING the map and having spent 5+ years actively seeking that map out over others. I use quotes because its really uncertain whether or not he's been developing it since before LOTV or not as the attitudes of the developers really does not seem to have changed entirely all that much.

You can also mod other mods to your liking. There is no need to be offensive even if you disagree with me.

And I feel it is a proper question, given that this feature can be feasible already without this content.

You can add some other mods, but those other mods Can and Have caused compatibility issues in the past, some pretty extensively bad issues, including breaking defines and localization text etc
 
You are missing the point. These are so that when you have nowhere else to expand to, you can build upward instead of just being hemmed in by more powerful empires, not so small empires can easily go toe to toe with big ones:
And as I said with the current implementation Habitats are a disadvantage for smaller empires because while they do not run out of options quite as fast (at one point all their planets will have a habitat and they are again stuck with nothing to do) large empires will benefit from Habitats even more than small empires as they can build more of them. The power gap widens further and that makes it even less likely that small empires can break out or survive. They would be better off without Habitats.
 
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Habitats being bad at producing food tells me that global food is coming in the next patch as well.


I think that global food was already confirmed for banks.
 
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And as I said with the current implementation Habitats are a disadvantage for smaller empires because while they do not run out of options quite as fast (at one point all their planets will have a habitat and they are again stuck with nothing to do) large empires will benefit from Habitats even more than small empires as they can build more of them. The power gap widens further and that makes it even less likely that small empires can break out or survive. They would be better off without Habitats.

Small empires get unity faster -> get traditions faster -> complete tradition trees faster -> can get ascension perks earlier (voidborn) -> can build habitats earlier.

I know that later, the large empires could also pick voidborn, but they will more likely pick the ascension perks that help with thier conquering. (Think about it, as a conquering empire, would you pick voidborn to build some habitats or pick perks that help conquering so that you have more planets to claim. If I were playing a conquering empire, I would pick ascension perks that help me with conquering or other stuff instead of the one perk that allows me to build my own planets while I could get a different perk and conquer planets. Picking voidborn while playing expansive is a little bit of a waste, is what I am getting at.)
 
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And as I said with the current implementation Habitats are a disadvantage for smaller empires because while they do not run out of options quite as fast (at one point all their planets will have a habitat and they are again stuck with nothing to do) large empires will benefit from Habitats even more than small empires as they can build more of them. The power gap widens further and that makes it even less likely that small empires can break out or survive. They would be better off without Habitats.
But wide empires won't find it worthwhile to build them
 
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The next dev diary isn't going to be big.

It's gonna be YUUUUUGE
 
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The next dev diary isn't going to be big.

It's gonna be YUUUUUGE

CURSE YOU FUCCILO! ( for those who don't understand, its this guy who has a bunch of car dealerships in the United States who's slogan is "Its HUGE, (cityname), HUGAH!", "Its gonna be HUGAH!" or a few others regarding Huge )
 
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And as I said with the current implementation Habitats are a disadvantage for smaller empires because while they do not run out of options quite as fast (at one point all their planets will have a habitat and they are again stuck with nothing to do) large empires will benefit from Habitats even more than small empires as they can build more of them. The power gap widens further and that makes it even less likely that small empires can break out or survive. They would be better off without Habitats.
Habitats are an option of last resort for growing once you've used up all of the available planets. It will always be preferable to expand through war if your playstyle allows it, as the alternative is a wasted ascension perk and huge economic cost. This incentivises pacifists/isolationist going down a specific route that gives them additional options, one that won't necessarily be appealing to empires with more options available.

All habitats mean is pacifists have more to do in the late game than simply disconnecting their mouse, setting to fastest and napping for 100 years.
 
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But wide empires won't find it worthwhile to build them
That depends on the other ascension perks. Considering the relation of habitable to unhabitable planets a wide empire can easily still tripple its size. That is a big power gain even when most of it ends up in sectors.

Habitats are an option of last resort for growing once you've used up all of the available options. It will always be preferable to expand through war if your playstyle allows it, as the alternative is a wasted ascension perk and huge economic cost. This incentivises pacifists/isolationist going down a specific route that gives them additional options, one that won't necessarily be appealing to empires with more options available.

And as long as that is true there will not be a real tall gameplay in Stellaris. For it being viable it must be an option and not a last resort.
With the current Habitats you still disconnect your mouse as a small empire once they are build as you can compete even less than before.
 
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That depends on the other ascension perks. Considering the relation of habitable to unhabitable planets a wide empire can easily still tripple its size. That is a big power gain even when most of it ends up in sectors.



And as long as that is true there will not be a real tall gameplay in Stellaris. For it being viable it must be an option and not a last resort.
Good, then you can choose to do this.

I'm not sure if you know this or not, but not everyone is an "everything must be optimally built" player. A lot of people roleplay their games. And like many have mentioned, there are twenty other perks, and you can only pick eight.

Not to mention Wiz specifically said that it's to make small empires more viable, but that wide empires should still be more powerful.
 
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Good, then you can choose to do this.

I'm not sure if you know this or not, but not everyone is an "everything must be optimally built" player. A lot of people roleplay their games. And like many have mentioned, there are twenty other perks, and you can only pick eight.

Not to mention Wiz specifically said that it's to make small empires more viable, but that wide empires should still be more powerful.

Roleplay all you want but as a game Stellaris still needs to look at the math and balance, especially as they cant use the "not all countries were equal" excuse from EU4.

And how small empires become more viable when they get weaker in relation to big empires eludes me
 
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All of the changes look incredible. It's getting hard to keep track of everything that will be coming in the next expansion+DLC. This is a VERY good problem to have!

"Big" update sounds nice as well, though honestly if I were to add one thing to the list of awesome stuff coming, it'd be an end of doom-stacks and a bit more interesting ground combat.
 
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I like the sounds of this!!
I have question. Will each habitat have it own governor? or will one per system rule them all. so if i have a system with one planet and three habitats would i need four governors or will one "ruling" from the planet rule the system?? I my self would prefer governors rule systems not just a single planet in the system. and do the habitats count against core systems totals?
 
Food is global in 1.5
Food is empire wide in 1.5 just like energy and minerals are now.
I think that global food was already confirmed for banks.
Source?

Where are people getting the info about global food being in 1.5 from?
Pulling it out of an unspecified orifice it would seem.

It's stated in Journey Ahead diary and clearly implied in next ones. There simply wouldn't be any use of Processing purge without global food.
So it's just speculation, not unfounded speculation but speculation nonetheless. Remember that the list in Journey Ahead is prefaced with some rather strong caveats.
Now I'm not saying that there won't be global food in 1.5, or even that it's unlikely, it just annoys me when people post speculation as if it were fact.
 
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but this time I have to keep it a secret for the time being... so all I'm going to say is that it's going to be big.

Very big.
Does the name of this big thing happen to begin with "T" and end with "itans and Ringworlds"? <3
 
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