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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 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.

Yes, they suffer full research penalty, as the Devs mentioned.
But they also have a different set of buildings, and are better at generating research points so they can make up for it.
 
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@Wiz , will the orbital habitats benefit from any planetary modifiers/traits the planet below might have? I sometimes see uncolonizable planets with modifiers to mineral production, or boosts to a certain type of research, but since the planet can't be colonized, it is useless. Being able to take advantage of the modifier via an orbital habitat would be very nice.
 
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Sounds like something like this could be used as a substitute for Frontier Outposts. Will habitats have a minimum border push so that they only claim the system they are in?
 
Do habitats have to be self-sufficient in terms of food production? It would feel weird if that's the case. (I'm pretty sure that it's just an artefact from Civilization that trade in food is prohibited between planets)
 
We're finally getting the HOI4 engine migrated to Stellaris to run planetary invasions. Nice.
At least Battleplan drawing on a planetary scale... sounds hella fun. Would be absolutely sufficient imho to juice up the currently quite boring invasions where you only wait for the extermination to succeed.
 
I have to admit I'm looking forward to 1.5.

While I might not entirely agree on how you guys plan to rework the ethos, EVERYTHING ELSE is just looking awesome! So looking forward to this update.
PDX just shut up and take my money because I want this stuff so bad.
 
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In order to build a habitat, you need to have researched the maximum level of spaceport technology and picked the 'Voidborn' Ascension Perk
In current Stellaris version i usually stop playing by the time a research maximum level of Spaceport, as it already clear who "won". And only thing that's left is to wait to FE to rise or fight endless wars against warscore system. Hope, it'll change in Banks,
 
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Size 12 sounds huge for something that we can build. I understand that numbers are subject to change but that sounds very powerful for the amount of minerals/influence we see.
I feel that 12 is really not much for something that costs 5000 minerals, but of course it depends how powerful are their unique buildings.

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 what happens when we nuke an habitat with the maximum bombing policy? Does it become a tomb world?
There was this problem with ring worlds : when you nuked them, they changed into tomb worlds. I don't know if it's still the case but I guess it has been fixed.
 
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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.
And what if there is one near asteroid belt?
 
We are currently playing around with the balance of Habitats and Spaceports, so I'm going to have to come back on that later, but I'm leaning towards habitats having an integrated Spaceport.
If you're interested in our ideas, you could have the spaceport be a habitat building. It makes sense for theme, as building spaceships is a large task and requires its own area. It also makes sense for mechanics, as it makes you consider the trade-off before turning your habitat into a spaceport. Just a suggestion.
 
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@Wiz , will the orbital habitats benefit from any planetary modifiers/traits the planet below might have? I sometimes see uncolonizable planets with modifiers to mineral production, or boosts to a certain type of research, but since the planet can't be colonized, it is useless. Being able to take advantage of the modifier via an orbital habitat would be very nice.
I asked this question in the stream a Long time ago. These modifiers DO have an effect on the production on the planet, if the planet has the resource the buff mentions, e. g. the Carbon planet having Minerals.
 
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If you're interested in our ideas, you could have the spaceport be a habitat building. It makes sense for theme, as building spaceships is a large task and requires its own area. It also makes sense for mechanics, as it makes you consider the trade-off before turning your habitat into a spaceport. Just a suggestion.

People living on Spaceports spend all their work to make that spaceport run (just like how people live on research and mining stations, as well as on planets those two mine for resources, to make them run). There is no reason to represent any of these via POPs.
 
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I read that. So their tile output is higher than regular buildings for Science and Energy, but low for Mineral and Food, that's how I am to interpret it?

Maybe I'm having a slow day, so I do apologize. Just trying to get a grasp of how they will function is more clear detail.
Yup that is how it is.