• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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)
2017_01_26_2.png


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.
2017_01_26_1.png


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.
 
  • 205
  • 45
  • 2
Reactions:
I think that blowing up habitats should be possible, if only as enforceable wargoal.

So instead of "cleanse planet", we could have "scuttle habitat" wargoal.
 
  • 3
  • 1
Reactions:
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".
Its easier to make content when you have a whole team of people doing the heavy lifting of creating the game that content is for, I suppose.
 
  • 10
Reactions:
Its easier to make content when you have a whole team of people doing the heavy lifting of creating the game that content is for, I suppose.
Including the art assets. Those are good enough again:
Lame, boring implementation. 2.5/10, bonus for potential new art assets I'll include in a mod.
(a mod which I will be playing as often as AlphaMod by the way, which is never)
 
  • 8
Reactions:
I'm suddenly glad I've avoided AlphaMod so far...
Don't have the game yet(buying it after this expansion) and I found one mod to avoid already when I get it
 
  • 6
  • 1
Reactions:
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:
640px-Spacecolony1.jpg

614px-Spacecolony4.jpeg

615px-Stanford_torus_external_view_by_Don_Davis_AC76-0525.jpg

607px-Internal_view_of_the_Stanford_torus.jpg

640px-External_view_of_a_Bernal_sphere.jpg

640px-Bernal_sphere_interior.jpg

Spin gravity is not "free", you need to design a big round thing that can spin fast enough to simulate gravity without tearing itself apart, compared to Trek-style artificial gravity it's a very inefficient use of space and very fragile.

Ever see the first episode of Gundam SEED? That shows what happens from a "stray shot" in an O'Neill cylinder.
 
He already said that death stars and weapons of mass destruction will come to the game, along with a rework of ground and space combat.

I think we can survive some time with indestructible space stations if this means that in the end we will have a consistent and balanced experience when everything is in place.
You shouldn't need planet-killer weapons to destroy a glorified space station.
 
  • 3
  • 3
Reactions:
You shouldn't need planet-killer weapons to destroy a glorified space station.
Unfortunately for your opinion, the reason has been made clear: since Orbitals behave like planets, and there is no allowance in the game for a civilization to destroy another civilization's planets, it wouldn't be balanced if you could destroy Orbitals. So... you can't. For the same reason you can't ram ships at FTL speeds For Massive Damage, or bombard planets into Tomb Worlds, despite these things happening elsewhere in the game.
 
  • 9
  • 1
Reactions:
You shouldn't need planet-killer weapons to destroy a glorified space station.

Those "glorified space stations" are bigger than a lot of planets. Again, they're more like Eldar Craftworlds. You'd need some insanely heavy weapons to bring them down.
 
  • 5
  • 2
Reactions:
Those "glorified space stations" are bigger than a lot of planets. Again, they're more like Eldar Craftworlds. You'd need some insanely heavy weapons to bring them down.

Yes, that's another issue in and of itself. The size of the space station, but that too me only makes the space station more vulnerable not less. A planet is going to be much more stable and resilient.

Anything can be explained away with sufficiently advanced technology but at that point - your engineering technology being able to make indestructible space stations - I think you could do the same with ships and thus game over.
 
  • 3
  • 1
Reactions:
Neither was AlphaAsh's attitude, which is what they're getting bashed for.
And his attitude is what? Unlike most of us there he did do a huge work improving PDX work on AI, events ans other things in his Mod. And he write numerous times that's wrong with current implementations of different Elements in Stellaris.
And about this feature being sloppy? I agree with it. It's better than nothing, but i'm still waiting for any game to emulate some Babylon 5-level space station, proper space opbjects and reflection of a simple fact that mining asteroid is much more effective than mining a planet with atmosphere.
What we got instead is basically an ability to turn every planet you cannot colonize into 12 tiled one with some special building. It has nothing to do with space object in its current implementation for balance reasons or not. And it application feels very narrow anyway.
 
  • 12
  • 4
Reactions:
And his attitude is what? Unlike most of us there he did do a huge work improving PDX work on AI, events ans other things in his Mod. And he write numerous times that's wrong with current implementations of different Elements in Stellaris.
And about this feature being sloppy? I agree with it. It's better than nothing, but i'm still waiting for any game to emulate some Babylon 5-level space station, proper space opbjects and reflection of a simple fact that mining asteroid is much more effective than mining a planet with atmosphere.
What we got instead is basically an ability to turn every planet you cannot colonize into 12 tiled one with some special building. It has nothing to do with space object in its current implementation for balance reasons or not. And it application feels very narrow anyway.
AlphaMod might be a great addition to the game- I don't care. Taking such a disrespectful and ungrateful attitude towards Paradox does not give me the impression of a person I want to support in any way.
 
  • 14
Reactions:
AlphaMod might be a great addition to the game- I don't care. Taking such a disrespectful and ungrateful attitude towards Paradox does not give me the impression of a person I want to support in any way.

The fact I had to click to see ignored content to read this should tell you how much I care what you think.

Saying that, if Wiz thinks I'm being disrespectful, he'll let me know. As for ungrateful, let me fix that now: Stellaris is a good game that has given me hours of fun. Thank you Wiz and the PDX team. However, I don't like your proposed Orbital Habitats feature. It's lame and boring.
 
  • 14
  • 3
  • 2
Reactions:
You shouldn't need planet-killer weapons to destroy a glorified space station.

There is no diplomatic mechanism, nor policy, nor combat balance, there is absolutely nothing in the game now that can sustain consistently the destruction of a planet with 12 pops.

So the way I see it the choice is either:
1) make them destructible with 0 mechanics to support it. They will basically reduce them to a useless perk that allow you to spend thousands of resources for stuff that is destroyed for free at every skirmish.
2) make them indestructible like planets until the game has mechanics that supports world destruction.
 
  • 10
  • 1
Reactions:
I'm wondering how would swarm infect habitat. Will infected habitat be simply destroyed? Will our bombardment turn it to "barren"?
 
  • 1
Reactions:
I'm wondering how would swarm infect habitat. Will infected habitat be simply destroyed? Will our bombardment turn it to "barren"?
I would assume that, given infested worlds are rendered useless no matter what, Orbitals will either be destroyed (or reduced to a debris cloud, whatever) immediately upon being conquered by the Prethoryn or after being bombarded.
 
  • 1
Reactions: