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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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The silver lining here being the implication that there will be a future AlphaMod you'll develop. :p

With Wiz's regular concerns about limited time to add features to the game (because $$$), I guess if I want deeper content for the game without such concerns, I'll have to make it myself.

(Note to moderators: I really restrained myself there, so don't slap me please.)
 
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What would happen were you to purge all the pops on a habitat? Would it become 'unowned' just like planets do now?
Now I'm envisioning empires discovering random derelict habitats and deciding to colonize them, only to discover... horror.

In space, no one can hear you scream.
Unless it's a pressurised environment.
Like a habitat.
Hmm. Never mind.
 
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Can we build a ship on the habitat? And if yes, will the spaceports on this things also be indestructable?
Was said earlier that they were still deciding if spaceport would be built in or not. Currently leaning towards built in and the stations being unarmed. Would probably mean the spaceport part can't be destroyed.
 
With Wiz's regular concerns about limited time to add features to the game (because $$$), I guess if I want deeper content for the game without such concerns, I'll have to make it myself.

(Note to moderators: I really restrained myself there, so don't slap me please.)

So limited time and money shouldn't hinder the devs to pump out all the content imaginable in less than a year that the game has been out now? It's not like we aren't going to get free patches and paid content for many years into the future. I don't mind the wait, but if you do happen to make it yourself, add it to the workshop and I'll be happy to try it out : P
 
So limited time and money shouldn't hinder the devs to pump out all the content imaginable in less than a year that the game has been out now?

You may have missed my point. Nevermind.

I don't mind the wait, but if you do happen to make it yourself, add it to the workshop and I'll be happy to try it out : P

I do. However I'm playing Planet Coaster right now. Not having a job is a two-edged blade.
 
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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.

It do however makes more sense for habitats to be destructible than planets to be it.
(Mostly making the point of arguments, I agree that making habitats destructible without thinking may lead to problems)
 
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As always, only half of game-breaking bugs are fixed and he we go, PDX is to release new bugs...:(

Will all these changes announced, it appears that Banks will be the most radical patch/DLC since 1.0. I expect huge imbalanced stuff related to new faction mechanics, infested with bugs, that will ruin the game. PDX, could you please release open beta prior to Banks?
 
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With all that I lose myself a little. Will we be able to build ringworlds?
The game begins to be well fleshed out. Remains to give substance to religion as "civilization" by connecting it with the event "old faith".
Then increase the interactions with the PFTL.
 
I'm sorry if someone already mentioned that on those 17 pages, but "tall" empire is not what comes to my mind when I read about habitats. Dense empire maybe, but not "tall" . I imagine if habitats are planets then they increase the research time same as planets. They certainly increase it by the population that inhabits them.
So imagine an empire that discovers the habitats and starts building them everywhere. It rather will dense empire with now longer times for tech and a lots of mediocre 12 unit planets.
I would rather imagine habitats being build over the existing planet, giving additional place(for sure not 12 like it is right now - lets start with 3 and possible future upgrades), naval capacity, access to special buildings (built like space station upgrades.)

This is something that would make me feel play a "tall" empire.

The current idea looks like rabbits getting out of their hole and settling whereever possible.
 
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So imagine an empire that discovers the habitats and starts building them everywhere. It rather will dense empire with now longer times for tech and a lots of mediocre 12 unit planets.
This is likely offset by the fact that Orbitals have inherent bonuses to research and energy- yes, it counts as a planet for research purposes, but it also gives you an increased overall yield to research conducted on that Orbital.
 
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Why not habitats on asteroids and moons too? Like big Domed things?
Not on asteroids because it's difficult to orbit them (habitats = size 12, asteroids = size 4 - 7, so the asteroid might start orbiting the habitat instead).

Not on moons because of game limitations. The habitat counts as a moon of its host planet, and moons can't have moons in this game.
 
@Wiz Lame, boring implementation. 2.5/10, bonus for potential new art assets I'll include in a mod.
With Wiz's regular concerns about limited time to add features to the game (because $$$), I guess if I want deeper content for the game without such concerns, I'll have to make it myself.

(Note to moderators: I really restrained myself there, so don't slap me please.)
I'm suddenly glad I've avoided AlphaMod so far...
 
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I'm suddenly glad I've avoided AlphaMod so far...
And from some of these comments, you also come to wonder why there is no new game called "Alpharis" anywhere, if Stellaris is having so incredibly bad and boring features and no depth whatsoever. AlphaAsh could apparently do that singlehandedly at any time - according to phrases like "if I want deeper content for the game [...], I'll have to make it myself".
 
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