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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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Habitats are not armed and can not be destroyed, since we do not yet have mechanics for planet destruction. When we do, they'll be destructible along with normal planets.

They can be conquered, cleansed, liberated etc like normal planets.
So... is it possible to purge all pops on all those habitats to create some kind of ruined and ownerless wasteland full of technology, if the habitats were the only inhabited things there?

I just noticed that they're perfect for reclaiming space that was de-nurtured by a past Prethoryn invasion. Nice.


And you talking about "something VERY big" and "planet destruction" does make me think of planet destruction as the next DD's topic...
 
And you talking about "something VERY big" and "planet destruction" does make me think of planet destruction as the next DD's topic...
World destruction came up in the tertiary sense.

I'm still betting on something about building/restoring ringworlds, given one of the Ascension Perk icons resembles a ringworld segment.
 
Can you build habitats in a system without habitable planets? And if you can, would a system with just habitats count toward your system limit for your core sector?
I hope so! I plan to play a 25% habitable worlds game, waiting for the Prethoryn to de-nurture half the galaxy, so I can repopulate that area ONLY with habitats because there are no planets anymore.
But then again, the first habitat teaser showed Mars being terraformed so that could be another way of achieving that goal.

How much border do they provide the empire? Less than planets I'm hoping?
Should be like the The Belt mod's asteroids, which also have -90% (I believe) border projection. Maybe there could be a building that gives them slightly more border projection though.
 
I have a question for the devs.

You will guys do anything else to make it easier to build tall? Now, this is pretty cool, but in the dev diary you made it sound like this paid feature was your solution to building tall.
I would just like to know if you guys are planning anything else in the near future for building taller. (I just want to know)

I'm kind of disappointed that out of the past 2/3 dev dairies both have been about paid features... I'm not trying to criticize PDX here, I'm just personally sad about it, Haha.
 
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Nice!

Damn, you guys are going to need to hire an intern just to write out all the patch notes when this beast goes live!
 
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Maybe this has already been asked (i went to like page 8...), but will they function like planets in that all planets in a system only count as 1 core? The ui (barring any changes) might have as much as 4 ringworld planets, and 4-5 planets/habitats per system - that list would be 20-30 planets long depending on how many cores you unlock.
 
@Wiz, I have a question: can sectors build habitats? Because now they are usually have a maximum capacity of minerals in lategame and this is waste of resources(
Maybe a rare lategeme technology (like auto explore) in Society Research or someone like that.
 
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For plausibility purposes, it might be best to have several sizes of habitats that require increased tech and resources to build. Like the basic size can support 4 pops (outside of the "base colony" tile or whatever), then the next size is 8, then 12 for the final one. A space station that can house 2/3 as many people as the planet earth is an almost unfathomable engineering task, it would feel a little inappropriate for that to just be 5000 minerals then you're done.

Edit: Oh I see I'm very late to this train of thought party. Already being discussed!
 
I hope there is a way to destroy habitats, even if it's only after you conquer a system. If I'm a purging xenophobe, I'd want to be able to have habitats that matches my species' architecture. I also hope the border extrusion is not overpowered and they don't add on to warscore cost for taking a system.
 
With all the sci-fi about humanity building orbital habitats before discovering FTL, like The Expanse, I'm thinking of a possible new variety of pre-FTL species.

The Yuht never discovered FTL, so maybe another species could achieve tech levels on par with the interstellar empires while still confined to their home system. And without the option of colonizing a galaxy of planets they would build small orbital habitats (say, size 4) over the uninhabitable planets in their solar system.

When contacted by a species with FTL they would, of course, ask for FTL, but if they're given the tech they won't become a Protectorate like "Enlightened" primitives and may become a threat to the galaxy. Alternatively you could compromise by offering migration treaties or wormhole station access.

At some point, their habitats would start to fall apart and they'd beg FTL empires to help evacuate, and the POPs on those stations would become refugees.
 
Here's for hoping that next comes either build-able Dreadnoughts (or similar sized ships), Planet Killers, or buildable Ringworlds. They gave us the Gaia Creation, so I wouldn't be surprised if next comes Ringworlds.

If I may suggest, I'd like to see an 'auxiliary' scientist slot open, where you put in an extra scientist on one of your three tech slots (which increases science gain, and affects the odds of cards being drawn like normal), obviously it would need some balancing, and might not work at all (would give tech much earlier than usual).

On another note, when can I expect to have Mobile Suits (Mobile Suit Gundam) flying around in space and invading worlds? They could be accessed through a super rare combination of robot/ai techs. It would be pretty amazing to have in the game, they would (and should) be weaker than a regular ship would be (in general), but would come with the advantage of being an army force as well. It would be comparable to having armored and armed transports. If you add this I would die.
 
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you need to have... picked the 'Voidborn' Ascension Perk

Okay, so, that requirement's getting modded out the second this releases. If I have the engineering to build massive structures in space- and I do because I build space ports and battleships- what is the reasoning behind needing some kind of "perk" for habitats?

Also, could you please have the art people peruse all those fantastic old designs for Bernal Spheres, Stanford Tori, and O'Neill Cylinders? We might have cheap artificial gravity in the Stellaris universe, but real artificial gravity by centripetal force is free, and it gives us a great pre-existing design language for such habitats:
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640px-External_view_of_a_Bernal_sphere.jpg

640px-Bernal_sphere_interior.jpg
 
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If I have the engineering to build massive structures in space- and I do because I build space ports and battleships- what is the reasoning behind needing some kind of "perk" for habitats?

Because if Habitats really do have 12 tiles, they must be big enough to support millions or even billions of permanent inhabitants. They're more like Craftworlds than space stations. By comparison, the average battleship is probably around 2km long, and the shipyards building them maybe twice that. I think the requirement makes perfect sense, from both a gameplay and realism standpoint.
 
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It'd be kind of cool if you could build a 12+ tile habitat at normal, but be able to build a smaller 5-10 tile on already inhabitated planets that would share that planets resources, so even a planet with some excess food could still grow a bit more with another 5-10 tiles. I'd also love to see what the modding community does with this once it is out! Really hope it'll be possible to customize the habitats at a cost of modifiers or tile space (super shipyard type thing, but you can only have 5 pops instead of 12)

Also maybe once destroyed they could make it like an event that has to be handled by a construction ship? You get some resources back and clear the debris, but will have to rebuild it entirely.
 
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First post! Hello everyone!

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.

What I think would be pretty cool would be if instead of just being tiles from the planet the Orbital is attached to, It also fills a tile with resources from any of the moons. So if you have a planet with four moons and every single celestial body has a resource on it, you get 5 tiles with resources on them. Could be neat gameplay wise, as you want to apply your species&ethos buffs to the tiles filled with resources. Could also be neat from a roleplay perspective; as I understand the Minerals tile improvement sends mining crews planetside, so why not send them moonside?

Might be tricky to program, but could be cool!
 
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My plan now with the Space Habitats is to role-play a race as Zeon from Gundam. Zieg ZEON!

The 5000 Mineral price tag, and being only available after researching "Battleships", seems like a very excessive price tag for Space Habitats. Oddly enough, the expensive single step building in said Habitats looks like a rather good idea for limiting how unreasonably expensive these thing could be.

Could be very wrong and mistaken though; at the very least I don't like how really late-game these things seem to be.
 
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