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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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Are there any limitations on star type? I mean, can we build habitat above broken planet orbiting blackhole? Near neutron star/pulsar?
 
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Are Enclaves going to work like Habitats?
 
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it's going to be big.

Very big.

That's no moon... it's a space station.


Also: I don't think habitats should have the exact same amount of research penalty like aplanet does. It seems a habitat has a lot of drawbacks when compared to a real planet. Maybe half the research penalty that a planet gives is better, but I think that is up to balance to figure out.
 
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Can't wait to make prison habitats with filthy xeno scum slaves.

Why would you do that though, slaves aren't good for anything other than mineral and food production.

No, the filthy xeno slaves can have the crap tier planets while your pops live in luxury above them.

Will the spaceport have same number of slots as normal spaceport?

I kind of want them to be better than regular spaceports. Possibly even have special habitat only buildings that you can construct to give a boost to ship construction.

It would be a nice way to centralise ship production in the late game, instead of having to queue up orders across a dozen worlds and use rally points to assemble them all.
 
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Do they expand your borders, like planets do? If so, I can imagine this is one way to grab lots of territory free of the constant influence drain, although it's probably not that useful so late in the game.

Also, are they given a separate Habitability type, the Orbital Habitat thing? Going full orbital (Habitats, Ringworlds and Dyson Spheres) with your main, space-faring species, that due to differences in gravity on can't live planets, and those in turn are populated with the conquered species. Reminds me of belters in the Expense TV series or Abh in Crest of the Stars anime.
 
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But... if we can live in outer space... why not on the surface?
Sometimes space is easier. Building anything on the surface of gas giants is out of the question since there technically is none, planets with atmospheres would increase corrosion of the habitat, increasing maintenance cost, and even barren, atmosphere-less chunks of rock with habitats mean that any transport to and from requires to overcome/compensate for local gravity which is an additional cost. So orbital habitats, especially for a species which changed to be "Voidborn" as the DD implies, would be the best solution.

Food is global in 1.5

Oh, I missed that! When was that announced?
 
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How do habitats interact with core/sector cap? I assume they count as 1, in which case, how do you build them in your home system when you're at your core planet cap, without handing the entire system off to a sector? Or will we be able to assign individual planets to sectors, instead of entire systems, in the next patch?
Individual colonies aren't counted for the cap any more, just inhabited systems. You can have as many planets or stations in a system as you want and it'll still only count as 1.

That said, I'm pretty interested in hearing how bombardment/occupation is going to work. I mean, drop enough plasma bombs to Aleppo a city on a planet and you'll lose the infrastructure for certain but not necessarily the population. Blow a comparatively large hole in the side of the station and you give a billion citizens a detox course for oxygen addiction.
 
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Will Habitats count for Core Planets count, or are they just considered space stations for that purpose?



Pretty sure they count per planet, if I colonize a planet in my core systems it says I go over my core planet count.

I'm quite sure you should start updating your game. They changed core planets to core systems in 1.2 Asimov. So what you describe is either a bug, a mod-problem or an outdated game version.


Will habitats push your borders like normal planets? So will we be able to enforce border changes by constructing habitats in inhospitable systems? And will we also be able to construct habitats around stars, as new, improved outposts?
 
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Is there gonna be any limit on how many habitats one can have? (Other than planets...)
No hard or soft cap, no cost that scale with number of habitats one already has?
Since you can build habitat only on uninhabitable planet, can you build one on top of uninhabitable planet that has habitable moon?