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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 absolutely love the concept but after seeing it I'm not really sure what to think. I guess I didn't expect orbital habitats to be so big....size 12 is most definitely the size of a large moon, so certainly death star size or bigger.....but on the other hand, if the goal is make playing tall more viable then I guess they have to be pretty good size so from that perspective it makes perfect sense. I have to wonder though, if they are advanced enough to build that, then a spaceport module that holds 1 pop should be a piece of cake....I would even argue that a spaceport mini-habitat should be a pre-cursor tech to the full habitat tech itself. Maybe the spaceport mini-habitat could come earlier in the game and might even be buildable by those that don't take the voidborn perk. Just a thought.

And as long as we are on the topic, if a society can build a death star size habitat, then why not a death star itself...bristling with tons of weapons and stacked with layer upon layer upon layer of armor. ;) Or perhaps that's what "big" refers to for next weeks diary.
 
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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.
That is in regards to orbital mining platforms and the like, correct? While that is good to know, I'd like to know if it will be the same for the habitats, as they are effectively buildable planets, and might have their own modifiers.
 
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Very big? This update keeps getting better.

What could it be? Trade? New mechanics? Secret Bear crisis?

maybe even something absolutly crazy that no one expects like...working AI?^^

ok a joke, the AI in Stellaris is far away of working in any way so we get more fluffy fluffy paid stuff, some pretty pictures and if they implement anything that actually affects the Game in will of course not work as the AI dont works at all (like Leviathans stuff etc.)
 
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Personally, I think it'd be neat if there were several "levels" of space station available at different technology levels-- available relatively earlier, but not reaching their full potential until late game. Just as an example:

Level 1 Orbital Habitats are a relatively coarse stab at living in space. Their buildings are basic, and their habitability is low (say 60%).

Level 2 Orbital Habitats would represent your species having gained a better understanding of the needs of organic life living in space. The building would be more productive and habitability would be higher (say 80%).

Level 3 Orbital Habitats represent your species having mastered the challenges of living in space, the buildings are yet more productive and habitability reaches 100%.

I'd say that building a Level 1 habitat, and then unlocking Level 2 technology wouldn't automatically upgrade the old facility. The Level 1 Habitat would need to be upgraded to Level 2 with an additional investment of resources (though markedly cheaper than building a new habitat from scratch). Having unlocked Level 2 technology, all future Habitats would be be automatically Level 2 upon being built.

Here's another aspect that I'd find interesting: lower level Orbital Habitats would have lower habitability for species used to living on a planet, but species could be genetically modified (a process that could be done manually by the player, the pops could take their own initiative and go under the knife, or would have a chance of happening naturally over time) to gain a new "Voidborn" sort of species trait that makes them suited for life in an Orbital Habitat (similar in function to irradiated). Species with this trait would have 100% habitability on all space stations, but very low habitability on planets. This adds interest and flavor by representing the effects that generations of living in space could have on a people. Level 3 space stations would have 100% habitability by default (the idea being that a Level 3 Orbital Habitat perfectly mimics life on a planet), and so pops living there wouldn't need and wouldn't seek out the Voidborn trait.

Just my thoughts. I feel like the concept of Orbital Habitats is a rich one that could be used to add a ton of flavor to the experience of playing the game.
 
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So what's to stop 'wide' empires from building their own habitats and outpacing the 'tall' empires anyway (other than the ascension perk, of course)?

You can only build them if you've got the Voidborn Ascension Perk. Wide empires will probably gain tradition much slower than tall ones which means that buying that perk will take a long time.
 
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quasars

bwt, please consider eu4 style interstellar trade for the next expanstion pack
domestic trade would be welcome too
I'm all for a trade system, but EU4? With set nodes and directions? And Mercantilism having no downsides? That'd be a weird decision for Stellaris...
 
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I'm all for a trade system, but EU4? With set nodes and directions? And Mercantilism having no downsides? That'd be a weird decision for Stellaris...
not fixed trade modes and routes
trade routes may be generated by an algoritm affected by population, resources, number of habitable planets, rare resources, war zones etc
 
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I'm all for a trade system, but EU4? With set nodes and directions? And Mercantilism having no downsides? That'd be a weird decision for Stellaris...

Not exactly the same. But similar. With merchant 'leaders'. Seems weird that a merchant republicplutocratic oligarchy should have no merchants.
 
I do not think that Habitats as presented here will help tall empires. By the time they are available large empires will have so many minerals to plaster their empire full with them (I do not think consumer goods will prevent the huge mineral excesses you have mid-late game).
So habitats will in fact widen the gap between large and small empires as large empires cam build much more of them.

For Habitats to really support tall gameplay they must be available during the colony rush area and building habitats should be a viable (though not completely equal) to settling new planets. Also Habitats need to be viable late game through upgrades compared to planets. Ideally the research for better habitats and their buildings should be separate from planetary improvements. That way people can do either a wide planetary or a tall voidborn empire or have a mix, but not excell at both of them.
 
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maybe even something absolutly crazy that no one expects like...working AI?^^

ok a joke, the AI in Stellaris is far away of working in any way so we get more fluffy fluffy paid stuff, some pretty pictures and if they implement anything that actually affects the Game in will of course not work as the AI dont works at all (like Leviathans stuff etc.)

I agree. The last two dev diarys are nice but the features will not change the game. The AI, Combat, Empire management and Tile Management are still awful and nothing shown looks like its going to change it.
These new features are nice as they add something to a pretty bland game but so far they will not change anything in a meaningful way.
Its a bit like putting sprinkles on a turd, it will look a bit better but its still a turd.
 
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There is one thread said some planets have modifier but inhabitable so it might transfer that modifier but that's such untrue. If you get high gravity or low gravity would it affect? And because we have total manipulation of gravity in these stations so I guess it shouldn't have support pillars or something foolish like that and design one also contribute your design to some company and might get some idea back.
 
I feel this implies one of three possibilities
1) ringworlds will be confirmed
2) some gameplay mechanic like naval or ground combat will be overhauled
3) this is one of those "immature" jokes
This is when Wiz announces Yo Momma is WAD. :p

I suppose another serious suggestion is superweapons, along the lines of titan class ships.
 
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