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It will be interesting to see what the upcoming trade changes do to the utility of trade habitats, and whether whatever gestalts get for trade habitats ends up being any good.
 
Interesting, I didn't realize that orbitals over strategic resource deposits still added extractor jobs; I assumed they just passed the production through the orbital and that was the end of it, since extraction jobs were removed from regular planets.

Yep, I've got 14 crystal gatherer jobs in my Azilash Habitat.

That's going to cover a lot of my needs for the rest of the game.
 
Anyone who has tried the latest beta: how are habitats feeling now?
I'm waiting for them to fix the unemployment cycling bug and/or amenities zones, but following habitat-related posts in the 3.99.3 thread, it sounds like:
  • Habitat districts currently give 90 jobs base each, +50% for void dwellers = 135 jobs each for void dwellers. By comparison, pops have been multiplied by about 100 and planetary districts give about 200 jobs, so... habitat districts have been deeply, deeply nerfed.
  • Habitat districts now cost 0.5 alloys/mo upkeep each instead of 0.25? alloy/mo upkeep. I guess this is supposed to replace the upkeep that orbitals used to add, but it sounds worse earlygame when I wasn't building orbitals. Paying double the alloy upkeep for less than half of the jobs we used to get. Splendid. I booted the beta real quick and loaded in some void dwellers and habitat capitals still have 5 alloy/mo upkeep, so it's not like it has been added to compensate for the removal of the capital's upkeep. My initial habitat complex had a max size of 11 districts at start, up from the 8 I would've expected in 3.14 but if all the stuff in the void dweller home system only gets you three extra max district slots, we're gonna have a lot of small habitats. Re-reading the dev diary, it's 0.25 extra districts per star or planet in the system per capital tier, so this does go up with capital upgrades but if we still only get three tiers of capitals this is actually a reduction in maximum districts on a habitat in a system with a given number of large / major bodies (max of 0.75 * bodies, vs 1 * bodies in 3.14). I guess building slots from other zones are the effective-replacement for building slots from minors, which seem to not have been replaced any other way.
  • Habitat districts cost alloys instead of minerals to build, to the tune of 180 alloys for me (not sure whether Functional Architecture's bonus was being applied) vs 500 minerals in 3.14. This seems very bad; in energy credit terms, this is about a 45% price increase per district (again, for districts which now give 45% as many jobs as they effectively used to).
  • The third city zone for habitats is locked behind one of the habitat upgrade techs. So now instead of having the max size of a habitat limited by the tech, it's sort of the maximum different number of advanced resources that the habitat can produce which is limited by the tech.
  • Guaranteed habitable systems with size-1 deposits now give few guaranteed resource districts and are kinda worthless. In general, the current number of raw resource districts provided by different sizes of deposit is I think slightly a nerf relative to 3.14. In 3.14, any deposit of any size gave you three raw resource districts if you built an orbital over it. To get three raw resource districts in 3.99.3, a deposit must be size 4 or 5. Deposits of size 2 or 3 only give two districts, while deposits of size 6-7 give four. I think deposits of size 2 are much more common than deposits of size >=6. This might not matter that much for minerals, because you only really only need one or two good mining habs (well, used to, before they cut the jobs they provided in half). I'm concerned about what this will do to energy district availability, which was already a pain point, but haven't looked at it in play yet.
  • Getting to keep the output of the mining station is nice, but... a size-4 deposit is worth about one miner. An increased focus on deposit quality kind of runs counter to what I liked about old void dwellers, which was that you could take a poor-RNG start and still make a game of it.
  • Not habitat specific, but: researcher output per pop has been effectively cut by 55% - previously a researcher produced 9 total research, but under the new three-way split each 100 pops of eg physicists produces 4 physics research. At least their upkeep is also only 1 CG/mo now (still, 4 research per CG is worse than 9 research per 2 CGs). Putting up the same kind of science output numbers is going to require twice the pops working researcher jobs.
Overall this looks rather grim for void dwellers, though at least one person has managed to play void dwellers out to repeatables so at least it doesn't look like it's too easy to get them into insta-lose death spirals like in some of the earlier versions of the beta.
 
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Hi hello, yea, Habitats/Void dwellers are in a functional state currently, though the start is quite painful.

Having the third zone for your capital be locked behind a fairly late tech does mean you're essentially stuck with 2 zones per habitat for a relatively long time, and also all habitats that aren't your capital habitat need the Habitat Expansion technology to unlock the second zone. You can quite easily solve housing/amenity problems at the start of the game by plonking down a luxury apartment on your government zone immediately after starting the game.

Essentially you'll have to spam habitats where you can to get the most out of them. I'm not really that big of a min/max or math gamer, so I can't really give any hard data on how good/bad it is compared to previous versions, but it's quite playable.

I do think that at least unlocking the 2nd zone on your non empire capitals needs to be made easier/faster, it is kinda painful to have 1 zone habitats laying around for the production you need.

I also do think that the current version of void dwellers is slightly bugged with techs. I think it might be skipping some key techs needed for mega engineering and jump drives or something as I never unlocked those, so something to keep in mind.
 
Would having all zones be immediately open for habitats be too much of an overcorrection? Since we can't spam a lot of habitats in a single system anymore, I think habitats should have a much higher development ceiling. For Void Dwellers at least.

Personally would say so, they're still way more plentiful than planets even when limited to a single per system.

They should have 2 unlockable earlygame though.
 
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