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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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... do the habitats count against core systems totals?

They can only be built within a system around non-moon, non-asteroid, non-inhabitable planets. Meaning (I would presume) that it's like colonizing a planet, and as such would only go towards directly controlled systems if you colonized a previously un-colonized system that isn't in a sector.
 
The relative value of habitats to tall and wide empires, and their impact on the viability of tall empires cannot be judged without taking into account the other 1.5 stuff imho.

Wide empires will have more minerals tied up in consumer goods and fleets. Wide empires will have spent more resources during the game on ships and other stuff. Add to that other posible economic changes and the faster acquiring of A-perks by tall empires habitats might enable a late-game tall-empire galactic conquest, who knows ;)
 
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Maybe I am wrong, but I think I read it on Wiz twitter.
The only tweet on the subject my rather cursory search found was this one:
Martin Anward said:
Global food is in plans.
which doesn't really say that it will be in 1.5.
 
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This looks like a great feature. I'm still a little concerned though that massive empires will just use their incredible resource production to build a lot of orbital habitats, making them even larger and impossible to compete with. I know Wiz has mentioned that consumer goods will help stop this, but I'm still not entirely sure how that will be a real deterrent.

Personally, I was hoping for something that would be more of a shakeup of playstle earlier in the game, giving us the option to create an empire that uses smaller-than-planet stations across it's territory instead of the major investment of planetary colonies. Right now this system feels more like a large investment endgame concept, which is cool, but I hope we get something else as well eventually.
 
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.
Honestly, if you look at other games with tall mechanics (Civ5 for example), their whole purpose is to provide alternate avenues of game victory by providing mechanics that support compact playstyles in a directed manner. Culture or diplomatic mechanics and victory in Civ.

This is where people's thoughts on Stellaris and tall mechanics get muddled. Currently the victory conditions are one of the most underdeveloped aspects of the game, to the point that it could easily be argued that the point isn't even seeing the victory screen to begin with. All of Paradox's games have a sandboxy 'make your own adventure and decide when to quit' vibe. Because of that, tall in Stellaris shouldn't currently be about creating mechanics that optimise victory paths, but rather, allow for the creation of engaging gameplay to accommodate a wider range of playstyles. That said, I am not going to complain at all if they add more formal victory options.

To use an inappropriate metaphor, Stellaris currently plays like an RPG that offers warrior, rogue and mage classes when all of those options are functionally just warriors wearing different hats. The habitat mechanics are a good first step to addressing that because the rogue now has a dagger to play with and a backstab crit. Yes the warrior could also pick the dagger up, but why would they when the sword is easier to use?
 
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I'm okay with the habitat being unarmed but I really think we should be able to destroy it relatively easy. I know you guys are looking at planet-destroying mechanics, but I feel that ordinary weapons should be sufficient.

I'm glad mining will be less efficient, I hope it's a lot less efficient.

Also, I feel like the size of the habitat's is too large. I would think four would make more sense. Four, eight and twelve pops with increasing tech. An orbital habitat that can fit as many pops as a small planet would be a massive undertaking!
 
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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.

Dysons Ringworld Sphere confirmed!

Also Trump.
 
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Currently the victory conditions are one of the most underdeveloped aspects of the game, to the point that it could easily be argued that the point isn't even seeing the victory screen to begin with. All of Paradox's games have a sandboxy 'make your own adventure and decide when to quit' vibe. Because of that, tall in Stellaris shouldn't currently be about creating mechanics that optimise victory paths, but rather, allow for the creation of engaging gameplay to accommodate a wider range of playstyles. That said, I am not going to complain at all if they add more formal victory options.

Victory conditions are definitely part of wide/tall, but I think the more important aspect is ability to compete militarily (scientifically, here) with other empires. If you can't keep up in some way militarily, you lose. Ultimate victory may not be helped, but surviving until you can have ultimate victory is.
 
Simultaneously honoring and slapping Ian M. Banks in the face by adding orbitals to his update and then charging for them.

Hey now, the man did charge for his own books. We're not living in The Culture yet.
 
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Sounds like a great idea for "building tall", even if I would have preferred a more gradual approach to them (upgradeable in size, mid-late tech).

As for the big update, considering that it must be a big secret that we can't know about... factions and spyionage? ;)

Hey now, the man did charge for his own books. We're not living in The Culture yet.

*Takes over the world's goverment*
*species => human => Living Standards => Utopian*

World poverty solved, post-scarcity economic system in place, free stellaris DLC for everyone! However, now we can't build armies nor new buildings since we don't have any minerals left. Still, totally worth it!
 
I too wanna live in space :D !
 
With this the populations of our realms in Stellaris will henceforth rapidly get used to living in space! Nice feature.