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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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Population growth in 4x games makes no sense. This is why we don't show numbers. It's like trying to explain how regenerative health works in shooters: you don't.
 
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Population growth in 4x games makes no sense. This is why we don't show numbers. It's like trying to explain how regenerative health works in shooters: you don't.
Do you think a 4x game that does have realistic population growth could be interesting (not saying Stellaris should have that, but a hypothetical game)? I.e. population would grow quite slowly and therefore becomes a really scarce resource?
 
Do you think a 4x game that does have realistic population growth could be interesting (not saying Stellaris should have that, but a hypothetical game)? I.e. population would grow quite slowly and therefore becomes a really scarce resource?

You'd have to build the game around that conceit from day one but sure it could be done.
 
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Do you think a 4x game that does have realistic population growth could be interesting (not saying Stellaris should have that, but a hypothetical game)? I.e. population would grow quite slowly and therefore becomes a really scarce resource?
The other solution is to draw out the time frame. Make time go by much quicker and make games longer and population growth could make more sense.
 
You'd have to build the game around that conceit from day one but sure it could be done.

And scarcity of resources/minerals? Its just an idea that I had the other day reading DD about Consumer goods, and I published some notes about it in there...what do you think?
 
Some mods for the old Space Empires 4 game use a semi-realistic approach to population growth.

The upshot is, you are *massively* dependent on your home-world, which is usually an absolute economic powerhouse, for the majority of the game.

It can work - I find the idea of lose the homeworld = gameover quite interesting. But you can end up with serious pacing issues if you're not careful.
 
The other solution is to draw out the time frame. Make time go by much quicker and make games longer and population growth could make more sense.

Well, most of the Civ games seem to have 1 turn=1 year. Though that runs into the problem of units taking years to move across a planetary surface.

I'm pretty sure Sword of the Stars uses that kind of timeframe as well, given that the Hivers use a gate network and slowships, which would also mean that most of the FTL drives reach single-digit multiples of the speed of light.

Oh, here's an idea, interstellar 4X game with no FTL whatsoever. Okay, maybe some sort of ansible like in Ender's Game so you don't have to work out the mechanics of transmissions taking multiple turns to reach your homeworld but otherwise you're restricted to relativistic speed.
 
For real though, @Wiz, what happens when the Scourge infest a Habitat?

I remember when the game launched, infested Ringworld sections turned into regular Infested Planets. That's been fixed now, but it would be rather immersion-breaking if that came back with Habitats.
 
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Do you think a 4x game that does have realistic population growth could be interesting (not saying Stellaris should have that, but a hypothetical game)? I.e. population would grow quite slowly and therefore becomes a really scarce resource?
The game would start spanning centuries and millenia. Centuries and millenia of slow, hopefully persistent growth. It would be a challenge to make this interesting, I'd say it'd be heavily dependent on colony & internal politics management so that your homeworld and colonies can prosper together.
 
The game would start spanning centuries and millenia. Centuries and millenia of slow, hopefully persistent growth. It would be a challenge to make this interesting, I'd say it'd be heavily dependent on colony & internal politics management so that your homeworld and colonies can prosper together.
What about a variable time scale?

It'd probably require the game to be singleplayer-only, but if the game was capable of accelerating and decelerating as circumstances dictated...
 
Well, most of the Civ games seem to have 1 turn=1 year. Though that runs into the problem of units taking years to move across a planetary surface.

I think Civ scales each turn downwards (going from centuries to quarter-centuries to decades to years?) in time, so future turns are shorter than longer turns.

A couple of years sounds about right, though.
 
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.

With my final breath I curse Wiz!
 
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I think Civ scales each turn downwards (going from centuries to quarter-centuries to decades to years?) in time, so future turns are shorter than longer turns.

A couple of years sounds about right, though.

My primary experience with Civ comes from Alpha Centauri, where each turn is a year.

And the starting tech level should allow much more rapid travel on the planetary scale.
 
In Civ it does scale each turn downwards. Though it also depends on the game speed you've set (quick, standard, epic etc.). So you go from one turn for instance encompassing 2000 BC to 1800 BC, to one turn spanning 1560 -1570 and so on and so forth.

Realize I'm just repeating what's been said, but oh well.

Alpha Centauri on the other hand has 1 year - 1 turn from the start.
 
The game would start spanning centuries and millenia. Centuries and millenia of slow, hopefully persistent growth. It would be a challenge to make this interesting, I'd say it'd be heavily dependent on colony & internal politics management so that your homeworld and colonies can prosper together.
I was actually imagining a game that still has similar timescales as Stellaris for travel, diplomacy, colonisation etc. but NOT for population growth. Wars and the like would kill off population so the player has to be very careful in managing to not get too many casualties as they won't be easily replaced! Colonisation would also be hard and population on new colonies would grow mainly through migration from the home world (or other colonies). To utilise the resources of a whole planet, technological solutions (such as robots) would have to be invented, as the population per planet might simply be too low to actually occupy the full surface.
 
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They can be built around any non-habitable planet (not asteroid or moon) in your space

Here's a thought. Let us build them around habitable planets to turn those planets into nature preserves, and unlock an orbital habitat building which generates bunch of society research from the ecosystem below.
 
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