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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 would prefer if they grew one tile at a time to as large as you wished. Perhaps consumer good cost could grow and grow the larger the orbital got. The largest orbital in the galaxy could perhaps gain a prestige bonus.
 
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If I conquer a habitat of an empire that uses a different graphic set than mine, will the habitat remain with the same model or suddenly change to my own?
 
Hi sounds great though I am a little concerned about slowdown. I am not sure how many planets are in a system but if for every 1 habitable planet there are 7 or so uninhabitable ones we are going from a galaxy of 600 habitable worlds to 4800. I realise that not everyone will build habitats but it can still be quite a slowdown? More planets more pops. Stellaris runs very good near the start of the game but by 2400 its really starting to lag even on 400 size galaxies.
 
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I like this idea but I am not certain it will actually help address the building tall problem. It is essentially an end-game tech, so only those empires that have already expanded into their neighbors mid-game will likely get access to it. The lack of peaceful expansion problems appear for most empires mid-game. I don't think players will want to sit around 100 years of game play to finally tech up and get the opportunity to build tall.
 
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I like this idea but I am not certain it will actually help address the building tall problem. It is essentially an end-game tech, so only those empires that have already expanded into their neighbors mid-game will likely get access to it. The lack of peaceful expansion problems appear for most empires mid-game. I don't think players will want to sit around 100 years of game play to finally tech up and get the opportunity to build tall.
Level 6 starports are hardly "endgame".
 
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Level 6 starports are hardly "endgame".
Doesn't change that by that time the rapid expansion phase will be over, creating clear winners and losers, and that even wide empires will likely have a perk unlocked. And the ones benefiting the most are the empires who control the most uninhabited planets, thus the wide ones.
 
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So what's to stop 'wide' empires from building their own habitats and outpacing the 'tall' empires anyway (other than the ascension perk, of course)?
The influence cost will stop them from spamming it anymore than a small empire could at least until the small empire runs out of planetary bodies.
 
Why wouldn't you choose Voidborn, even as a wide empire? The concept of building space habitats is awesome. Could it be less effective than some other choices? Maybe, but the whole point of the game is to have fun, and doing cool things is fun.
 
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Why wouldn't you choose Voidborn, even as a wide empire? The concept of building space habitats is awesome. Could it be less effective than some other choices? Maybe, but the whole point of the game is to have fun, and doing cool things is fun.
And there's like 20+ options for how to have fun- maybe space habitats doesn't make the list for some people.
 
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The influence cost will stop them from spamming it anymore than a small empire could at least until the small empire runs out of planetary bodies.
Which will be much sooner than the wide empire does. That makes Habitats a buff for wide empires and not for tall ones.
 
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Which will be much sooner than the wide empire does. That makes Habitats a buff for wide empires and not for tall ones.

Not really, a wide empire gains influence at the same rate as a tall empire. Sure, theres some things like certain governments or leader skills that increase influence, but the base rate is a fixed and equal amount regardless.

There could however, be things in Banks update (and accompanying DLC) that increase the rate that you gain influence. Which is badly needed.
 
Not really a fan of that.More fiddly micro that is just another planet callled something else.Playing tall is just not very interesting in a game like this imo as the mechanics dont really back it up.You have to expand to win.
 
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The next dev diary is going to be huge, tremendous and bigly.
 
About habitats being destructible: Yes, it would make perfect sense for a habitat to be able to be bombed to pieces. However, it would also make perfect sense for a planet to be able to be bombed to pieces, particularly since pre-FTL civilizations are capable of this in-game. The reason you can't do this right now are purely gameplay related, it's not a question of realism.
Well, I would consider habitats to be extremely large space stations, even going up to deathstar sizes. But that is still a far cry from planet-size objects, which are pretty indestructible due to the enormous energy requirements. (Making them uninhabitable (e.g. "glassing") is another matter entirely)