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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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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.

So, to be able to build Habitables before endgame you need, a small empire that are capable to pump both science and traditions, and be able to protect itself from all those carnivorous. Right now this could be done only by joining a Federation. So for a tall Empire, gameplay wouldn't be very different as it's now until late game?
I hope there more feature for yearly game "tall" Empire in plans for Banks.
 
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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.
I'm sorry but isn't that pure speculation? Please don't give away information as if it is 100% guaranteed when we have literally no idea. If it is confirmed my bad

edit: referring to the fact that voidborn allows you to build them
 
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I'm sorry but isn't that pure speculation? Please don't give away information as if it is 100% guaranteed when we have literally no idea. If it is confirmed my bad
He said this in the DD or in one of the dev replies in this thread.
 
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I'm sorry but isn't that pure speculation? Please don't give away information as if it is 100% guaranteed when we have literally no idea. If it is confirmed my bad

That's all info that wiz disseminated. Although ofc without the actual game nobody can say how slower wide empires will be in accumulating unity points.
 
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I'm sorry but isn't that pure speculation? Please don't give away information as if it is 100% guaranteed when we have literally no idea. If it is confirmed my bad

Check the Ascension Perk DD, it clearly states that Tradition Cost will go up as your empire expands, and you need to complete a Tradition Tree to unlock a slot for Ascension Perks
 
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That's all info that wiz disseminated. Although ofc without the actual game nobody can say how slower wide empires will be in accumulating unity points.

Wiz said:
Overall, small harmonious empires will unlock Traditions more quickly than large, expansionistic ones.

From the actual dev diary about traditions and unity. If I understand clearly, small empires should have an easier time accumulating this type of ressources, and thus habitats might not be doomed to be a late game thing. However, the bigger an empire gets, the more it has to wait before having them, and the less they will be useful for it since it could just expand more if its already poweful.
 
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He said this in the DD or in one of the dev replies in this thread.

That's all info that wiz disseminated. Although ofc without the actual game nobody can say how slower wide empires will be in accumulating unity points.

Check the Ascension Perk DD, it clearly states that Tradition Cost will go up as your empire expands, and you need to complete a Tradition Tree to unlock a slot for Ascension Perks
I'm referring to the benefits of voidborn I know that wider empires get unity slower :p

edit: I'm an idiot it's in this dd!
 
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I'm referring to the benefits of voidborn I know that wider empires get unity slower :p

Yes and to get ascension perks, you NEED to complete Tradition Trees
 
To clear this up, I didn't realize that this dd stated you need voidborn to build them. My bad! XD
 
Yeah, you guys worrying about wife empires getting it first need to remember all of the variables.

First, smaller empires get traditions faster (DD about traditions and unity).

There are NINETEEN other ascension perks (DD on ascension perks).

In order to chose ONE perk you have to complete a tradition tree or meet some other special requirement.

Different empires will have different priorities of research/perks they want, which will change the speed at which the proper tech and perk will be chosen. For some it will come early, for some it will be at the end.

This is just a different stroke for different folks addition.
 
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are there some other orbital structures coming as well as orbital habitats like orbital defense rings that act as a hardened weapons platform directly around a planet or something ???
 
I gotta say, I don't understand why this is paid content when there is a mod that already does this for free, besides it being officialy supported, and not being a "hack".
 
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Yeah, you guys worrying about wife empires getting it first need to remember all of the variables.

Yeah husband empires, take it easy! Maybe wife empires can get it first, but sooner or later you also could get it...

Sorry, just a stupid joke...can´t resist!;)
 
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Right now, you colonize it like a normal planet. We're discussing changing it so you pick a pop on construction instead.

Maybe they could be made with a ''habitat ship'' that functions as a colony ship but builds a habitat first.
 
I gotta say, I don't understand why this is paid content when there is a mod that already does this for free, besides it being officialy supported, and not being a "hack".
Because it lets you add in other mods that change the game further to your liking without having to cause compatibility issues, in addition to allowing you, the player, to run iron man games that are more entertaining and leave you capable of getting iron man achievements. Don't be an idiot.
 
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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.
You are missing the point. These are so that when you have nowhere else to expand to, you can build upward instead of just being hemmed in by more powerful empires, not so small empires can easily go toe to toe with big ones:
And again, as I said, this is more about ensuring that small empires don't run out of options. Big empires *should* be stronger than small empires, the question is just how much and in which ways.
 
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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.

Also, there are many Ascension Perk, but you can have 8 at most. There will probably be more suitable perks for Wide Empires, and to them Voidborn might be a waste of a precious AP slot.
 
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