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1.Minerals
2.Energy
3.Science
4.Food and Unity ect.
A energy habitat produces 141 energy and 16 unity, a Research Habitat produces ~50 Research each and 16 Unity.
in late game i am spamming habitats everywhere
http://steamcommunity.com/sharedfiles/filedetails/?id=1265281509
Also keep in mind that you can only have 1 ring world section being completed at a time, but nothing stops you from building 5 habitats at once as long as you have the minerals. Once you unlock habitats your production will SKY ROCKET. You'll have energy credits out the butt due to the habitats and your planets can ditch power plants and become more efficient in other production types. Build habitats for energy, use special robots (reduced upkeep, increased energy credit production) or gene tailored pops on them and replace every power plant on your specialised planets with what they should actually produce (labs on your science planets, mines on your mineral rich planets, etc. tt.).
You'll become an economic power in no time and will never run out of space to expand because a full ring world with 100 tiles only needs an unoccupied system (you should have dozens to hundreds of those in your empire) and habitats can be built around almost any planet in systems you already claimed (which also makes them easy to defend: one habitat produces enough energy to make it worth building 3 to 5 military stations in that system to protect it and you can build between 4 and 8 or more habitats in a single system if you got lucky on the planet dice :P).
cant say i have noticed the AI building them ? is the code broken (may need to pay more attention lol )
Due to the way it is programmed it will prioritise a lot of things over habitats. It'll also usually pump very high numbers of minerals into its overcapped fleet and hold even more in reserve for dire circumstances, which means it has a hard time getting the 5000 extra minerals required for a habitat together.
I'm also pretty sure that the voidborne ascension perk is not a very high priority for the AI.
Consequently I think you'll see them more in higher difficulty games on bigger maps where the AI can amass more planets and gets a higher resource multiplier so it has more stuff left over to devote to such expensive projects.
Btw, I've also seen the AI refurbish or build mega structures (dunno which, first I noticed them was when I got the message that one was completed - by then it was too late to find out if they had built it from scratch of just repaired a broken one).
I feel every time i see you answer a qusetion here it ends up being beautiful.
I try to help. >_<
Another thing to consider is where to place hab's, you can use them to massively increase your fleet cap, with out having to expand your borders to gain more planets. Each Hab, adds 6 to the fleet cap, plus 12 pops adds 2.4 more. If you're adding to your core sector, look for systems with 7-9 uninhabitable planets and fill it with habs. This will only add 1 system to your sector count, but add between 49-63 to your fleet cap. A 9 planet system with populated habs will expand your fleet more than a completely populated ring world with 4 space ports. If you decide to build habs in non-core sectors, consider allowing the sector gov. to colonize, so you only have to worry about building.
I don't disagree with @NixBoxDone's perspective on using terrestrials for science. But, I wanted put this out there for consideration... If you want to build habs for science and do genentic modification - you can stack pops with Intelligence + Physicist/Engineer/Sociologist traits to maximize research output, combine this with the Sedentary trait if needed for trait points and so they don't migrate off the hab. Unless you're doing Synthetics, Droids and Robots have a severe penalty to both energy and research, even with the Superconductive or Logic Engines traits, it's still a net negative production modifier.
Another useful tactic with habs is to use them to replace the border footprint gained by a frontier outpost. For example, in the late game, I found an unclaimed system on the edge of the galaxy. I dropped a frontier outpost to establish claim, then put a habitat up. Afterwards, I could drop the outpost and regain the monthly influence with out loosing territory. As the pops and habs grow, the borders grow too, potentially giving you more systems to put habs on in that area - effectively stealing the other empire's property and resources.