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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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This is awesome. I would still like some Dome technology for living on barren planets though.

Will habitats serve other purposes besides pop placement? e.g. would I be able to build a habitat instead of a frontier outpost/colony in an unclaimed system and expand my borders? Could they serve as spaceports and shipyards?

What happens when we try to conquer a habitat?

Can we finally get a method for transporting food from planet to planet (and thus from planet to habitat)?
Agreed about domes, can't see why not if we can live in orbit.

Wiz mentioned earlier that they're still deciding on spaceports but leaning towards integrated.

Food is empire wide in 1.5 just like energy and minerals are now.

Works just like a planet for the purposes of war.
 
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You should be able to make smaller, size 3 and size 6 habitats sooner in the tech tree. The reason why you should want to do this inspite of the research malus incurred would be to exploit a particularly juicy planet resource more fully, such as those ones that sometimes pop out of anomalies. Then you should be able to expand them as more tech becomes available.

So, over the course of a game a biggish mining outpost established to exploit some notable resource grows into a fully fledged space city. That'd be neat.
 
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Would be cool if there would be a few more techs tied to it. Not to many but make it a small chain/tree to give you increased size/More buildings/lesser maintenence.
(Maybe just one tech for each bonus after the initial one)

More, diverse techs with at least some difference are always welcome.
 
Amazing addition. Loving it. Having said that, I do have a few concerns...

Will habitats have capital buildings? On a size 12 planet, that's pretty significant. Also since capital buildings don't affect research, it feels like I am wasting 8 energy not putting power plants adjacent to them. That further reduces the effectiveness of science impact, leaving only 7 tiles for research. I don't think playing tall, focusing on research, makes that worthwhile, unless the research buildings are really good. Speaking of which, what is the maintenance like for those buildings?

Maybe make it so habitats don't give a (full) 10% research penalty? That way, they are always a good idea if you can afford them. I mean, I won't colonize a size 12 gaia world for research because it won't even pay for itself in science, unless I can stack some good traits and modifiers. Why would I spend 5000 minerals to build something I wouldn't colonize?

Also, I am interested to see flavor for these things. Like a habitat building to extract rare resources from a gas giant. With the entities in the gas giants core not always remaining dormant when they are disturbed like that... Are there such plans in motion? If not, is this stuff mod-able? As in, can we get a condition for the type of planet our habitat is around? I would love these types of interactions between fundamentally orthogonally developed lifeforms. We already have the event chain to transport gas beings to other gas worlds, but imagine some less peaceful and friendly interactions... I have to stop now before I get completely lost in my ideas. You probably have plenty already.

All in all, great addition. I am only worried about balance, and hopeful about flavor, but either way the ability to grow internally is a great addition. Keep it up. :)

P.S.: Please tell me what we are going to get next week. I have exams coming up that week and won't be able to focus if I have to let my imagination come up wiith what a "Very Big." feature entails. Please don't make me fail my exams. :(
 
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This DLC is getting better and better with each new DD! I think we could even call it Expansion Pack rather than simple "DLC" :D

By the way, have you considered the option to allow habitable spaceship? Like the Eldar Craftworlds in the Warhammer 40K universe. I would really like to play as a nomad empire :)
 
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Their mineral production facilties are called Astro-Mining Bays, the idea being that they mine resources from nearby planetoids and asteroids. They're pretty inefficient though.
Sounds cool, maybee you could give them a bonus if there are orbital mining stations in the same system. Say each astro-mining bay giving +0.1 mineral for every mineral generated in the system (but not on planets). Meaning in a mineral rich system they may be worthwhile while in a mineral poor one they are crap.

By the way, will this perhaps allow us to conquer the Enclaves for ourselves instead of destroying them, taking their strategic resources and libraries in the proces?
Taking them over sounds reasonable, taking their special perks would mean that no one ever did anything but conquer them, except to RP. No if you take them over they should destroy their things rather than let them fall into your hands.

Would be nice if we could start to build them more early but with most tiles under a blocker. The tech which would allow for the next larger habitat would also allow the removal of the blocker. You still need the voidborn perk though.
Yeah I hope they have mod support for smaller orbital habitats. I could see them starting at really small like 4 or something.

Can you make this things moving?
Just got a flashback to Geirsburg in LOGH. If we can make them moving then can we smash one of them into another to destroy both? Like Reinhard observed tat he would have done if he had been in charge of the Geirsburg mission.
 
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The reason for this is to allow for easier management of systems with several habitats in them.

I don't see the reason for this, I've played a few games with a mod that got rid of sectors just to see how it would affect gameplay and fun,

The micro never actually became much of a problem untill I had about 100 planets because all I'd do is set the early buildings I want and occasionally go though the planet list and hit the upgrade button as I got resources, I'd never actually spend more than a few seconds at a time on the planet screen, even without pausing if multiplayer is what your concerned about,

But I doubt that we will ever have near 100 habits in our core systems anyway
 
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Does living on habitats give you psychic powers?
 
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Tall empires being a thing is great, but so many questions, will the AI be able to build one ? Shouldn't be some form of limit for habitats ? In the form of high consumer good usage for maintenance, or a max per star ? Up front cost is a bit weird, wouldn't be better if you construct a base on a planet, and then slowly grow it bigger ? Could we have some form of private habitat, like the private colony ships ? and so many other ...

Also, size 12 seems ... big I guess, shouldn't be small, like 4 at the start, and then grow bigger, either by state intervention, or by events with investors proposing to upgrade it (in exchange for some food/energy/minerals/research production penalty).

One last big thing, how moddable will be this whole habitat thing ?
 
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Will habitats have capital buildings? On a size 12 planet, that's pretty significant. Also since capital buildings...

Orbital habitats use a different set of buildings than planets do so you can't analyze them with usual buildings in mind.
 
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So what I am taking away from this is...
Space Habitats, which are pretty awesome, are space stations that cannot be destroyed, thus entire pops wont go POP just because an opposing invasionary force decides to attack some random part of your empire without warning. Awesome. You can also have multiple of these in the same part of your empire ( and even around Black Holes! ), making every star you have be of some sort of import...

Does this affect planetary extrusion? Do you need colonized planets before you can colonize with orbital habitats? Can your sectors be made to construct their own habitats, leaving you to generally ignore them and give them a way to utilize and spend their resources later on without your input? Will there be stronger incentives for other ascension perks for a wider empire than for a taller empire looking into building habitats? What do you currently consider to be their balance point to give a wider empire reason to ignore that perk? Will there be "destroyable defenses" to allow for invasion fleets to be at least slowed - such as a particularly nasty set of 3 planets together with a deathflower around it - to allow for interesting defensive play?

This DLC is getting better and better with each new DD! I think we could even call it Expansion Pack rather than simple "DLC" :D

By the way, have you considered the option to allow habitable spaceship? Like the Eldar Craftworlds in the Warhammer 40K universe. I would really like to play as a nomad empire :)
Very much so, I'm inviting a whole slew of friends back to the game with this patch.
 
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1: What about if I even run out of asteroids?
2: May this get shot down?
3: I guess if you can build ship from these things but you won't have mineral supply. But "consumer good" drain mineral and if you plan to use mineral on this then go research You may end up with highly technological empire and still get utopian lifestyle I guess it's good to have a tech that reduce consumer good cost. And due to exponentially increase of cost for getting faster research. I guess the research must help building these easier in order to balance the game of research out.
4: I think you accidentally leaked the next week. And trust me this is copied from "resistance" in civ5. But the mechanics might be upgraded. In my opinion this update should be called the civil(civilization) update not the bank update
5: And if My very unconventional way of playing is executed to be extremely late game can I go stagnant? Else I guess we need another type of "endgame" because tall empires may survive but can't end game yet.
6: Please care about details and don't let any build around ring section
 
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1: What about if I even run out of asteroids?
2: May this get shot down?
3: I think you accidentally leaked the next week. And trust me this is copied from "resistance" in civ5. But the mechanics might be upgraded. In my opinion this update should be called the civil(civilization) update not the bank update

1: Can't build
2: No, atleast not yet.
4: ?
 
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I am excited yet quite concerned. Will habitats suffer full research penalty? Why their construction is restricted only to a certain style of play - being a Voidborn empire and pursuing lengthy spaceport construction research.
 
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As far as I understand it comes after you get the tech to build battleship or just after that, no? Or afer fortress, that comes relatively early in the game...
It unlocks once you finish researching all the Spaceport tiers- so yeah, when you unlock battleships, which usually happens fairly early since you'll usually be racing to keep your fleet cap up to fend off AI aggression.

Seems like a neat feature! A custom graphic for the station would be neat (or perhaps make them use the Enclave graphics, which would make a lot of sense), but I can kinda dig the biodome look.

Also, definitely thinking the next Diary will be about Ringworlds.
 
This is awesome. I would still like some Dome technology for living on barren planets though.
Domes would be sweet. With habitats being unable to be constructed in the orbits of moons and asteroids, I feel this is where dome colonies could come in handy as supplemental assets. They could be really tiny (like 4-6 tiles, to differentiate from normal colonization) and have almost insignificant border extrusion, but be another way to optimize your first systems, giving Tall players more to do.

Awww... I already imagined the habitat having a huge amount of HP, which could be diminished via orbital bombardment (to prevent months-long battle), up to its destruction.
Sounds like something mods may be able to help with? A variant of the "Glass the Planet" mod, perhaps: as soon as habitat Fortification goes to zero, an event is triggered where the attacker can choose to occupy (read: invade) or destroy the station. The latter would delete the habitat and net the perpetrator an Ethos-dependent diplomatic Opinion modifier for war crimes (similar to Terror Bombing). :)

I too would prefer this to be part of the vanilla game, though.

Would be nice if we could start to build them more early but with most tiles under a blocker. The tech which would allow for the next larger habitat would also allow the removal of the blocker. You still need the voidborn perk though.
I feel like maybe habitats should come in three sizes: small (6 tiles), medium (9), and large (12). This would allow the basic version to be made available earlier and cheaper in construction (perhaps the small habitat might not even require the Voidborn Perk), and enable players to upgrade them like military stations.

In essence, the habitat interface could first show only the tiles of the variant you've actually built, but already support its larger variants by having a number of blocker tiles that represent space. Upgrading the orbital (via Planetary Edict?) will remove the blockers, transforming the station into its next-larger version without the need to change anything but the external representation.