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Maybe a more specific question would be helpful. What are you not getting about habitats?
 
What that means is that you take your construction ship, build a habitat complex in a system first. This ain't gonna be big on it's own so you build orbitals on every celestial body in the system. Big Orbitals go on planets and stars, small ones on moons and asteroids.

The Orbitals grant districts to the complex according to the resource output of the celestial body. They also grant more building slots but I am not sure about the numbers. I think 0.5 building slot per small and 1 building slot per big Orbital. Correct me if I am wrong here.

So what you want is systems that got several resources of one type. 4 celestial bodies with energy deposits make for a great energy-hab. But you probably still want orbitals on all bodies for the additional building slots.


That's as far as my understanding on habitats goes. I never use them tho, so I hope I am not too far off track.
 
So in short :
As it was said before, base habitats are not great but they can be upgraded by adding major and minor orbitals over celestial bodies.
All orbitals will allow you to build up to 3 buildings of all the base ressourses and research that should have been collected. Let's note that it seem that those ressourses are no longer collected by the space station which mean that you should avoid doing so before you can garantee the jobs are used (and also is does not matter if 3 or 15 physics are collected on a celestial body, you will only unlock at most 3 labs by orbital, same for energy and minerals).
Only major orbitals increase your district cap and those will be more efficient at doing so when you upgrade your station (which is now done by upgrading the planetary building and require both the habitat tech and enough people).

It's best not to "pre-build" all orbitals in a system as you will just end with empty districts and you would have been better of making a habitat in an other system, increasing your total pop growth.
Minor orbitals don't increase your district cap so don't build them if you don't need the specific districts they provide. In particular, while possible it's useless to build an orbital on a minor body without ressourses.

And an other specificity : Alloys and very rare resources are directly collected by the habitat if you put a orbital on them. Rare ressourses (gas, motes, cristals) will instead create directly one job to mine them (which will usually be way better than the station that collected them before).
 
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What on earth am i meant to do with them now?

They're okay to start with given your +% bonus to production.

But they fall way behind once Orbital Rings and Ecus start to appear, and they never catch up.

So short-term you can start as Void Dwellers and conquer someone, for a ground-based species.

Long-term -- or for non-VD empires -- habitats are still good for rare resource extraction, especially if you get your minerals from space (e.g. Arc Furnace), and they're not terrible for research & trade since those don't get a significant boost from Orbital Ring buildings.
 
They're okay to start with given your +% bonus to production.

Not really. Space resources are really crappy for the new habitat system, as each resource grants 3 districts while an old habitat granted 8. This means that it's nearly impossible for the new habitats to match the raw resource output of the new habitats.

For example, good luck playing Void Dwellers with your starting cluster having terrible space resources like mine in my current game:

2025_02_07_1.png


No system pictured, excluding Sol, has more than 2 mineral deposits. Of course as VD you have your guaranteed habitables replaced with deposit-heavy system, but compared to a planet those are still not that good.

So Void Dwellers have to expand a lot to get to systems that are actually good to put base resource habitats on. Except that Void Dwellers can't expand a lot because their colonies cost influence.
 
Not really. Space resources are really crappy for the new habitat system, as each resource grants 3 districts while an old habitat granted 8. This means that it's nearly impossible for the new habitats to match the raw resource output of the new habitats.

For example, good luck playing Void Dwellers with your starting cluster having terrible space resources like mine in my current game:

You misunderstand.

They're okay to start as in their home system and two "guaranteed" juicy systems are sufficient to conquer someone with better habitability.

They're not great to expand with. I almost always want to rush a neighbor.
 
True, but that has made Void Dwellers an overly narrow playstyle. You either have someone to rush down and snowball from there, or you wither on the vine.

I preferred to play Void Dwellers as pacifists. You could cram a huge empire's worth of pops into a dozen or so systems, so there was not much need to expand.
 
True, but that has made Void Dwellers an overly narrow playstyle. You either have someone to rush down and snowball from there, or you wither on the vine.

Strong agree.

I preferred to play Void Dwellers as pacifists. You could cram a huge empire's worth of pops into a dozen or so systems, so there was not much need to expand.

It'd be cool if they were better for Pacifists, yeah.

IMHO there should be a variety of different Habitat and Void Dweller roles:
- Someone who lives above a habitable planet and doesn't settle it (conqueror, pre-sapient studies, environmental preservation, etc.)
- Someone who lives between planetary empires and facilitates trade
- Someone who wrecks planets and mines the rubble
- etc.