Stellaris

Stellaris

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locutux Mar 25, 2020 @ 6:25am
Scarce celestial bodies fit for Habitat?
Hi,

Not sure if my expectations are wrong, but started witht he origin Void Dwellers (3x habitats), and I've been trying to expand. I built 2 habitats with nothing but Amenities, Housing and Unity disctricts, but I would like to replicate the starting habitats. I realised (too late) that I had built on a celestial body that had (-) listed as Resources, and the other was in orbit of a planet I chose NOT to colonize for that purpose. The planet had all the districts available.

And I look at the available celestial bodies that could house a habitat, and it is 1 maybe, every 2-3 systems? The rest are all blank...

Is this as intended? If so, this is a big nerf to how the habitats were before, where you could have all resources everywhere.

Thank you for any insight you can provide.
Cheers!
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Showing 1-15 of 23 comments
Markus Reese Mar 25, 2020 @ 6:30am 
Hi!

Habitats can be built at any planet (not moon) without an existing station. So to build at a science/mining/energy planet to get that district, you first need to deconstruct any existing mining/research station.

So if you build above a mineral planet for example, you lose the small stations, but gain powerful districts. I focused on the value 2 bonus planets first, particularily for mining cause alloys are so vital to the voidborne.

Star type doesnt matter. Broken planet at black hole? can habitat there too!
Last edited by Markus Reese; Mar 25, 2020 @ 6:32am
anaphylactic god Mar 25, 2020 @ 7:22am 
just remember one thing
if you need energy/minerals/science - look for a planet with smallest bonus, no reason to secrifice 20 minerals planet if 1 mineral planet will give same amount of resources.
if you need rare resources like crystals/gases/motes - look for planet with hightest amount, it will allow you to build, it will allow you to build same amount of factories on habitat, so planet with 5 motes will allow you to build 5 mote factories and effectively double your motes income.
Mansen Mar 25, 2020 @ 7:33am 
Originally posted by anaphylactic god:
just remember one thing
if you need energy/minerals/science - look for a planet with smallest bonus, no reason to secrifice 20 minerals planet if 1 mineral planet will give same amount of resources.
if you need rare resources like crystals/gases/motes - look for planet with hightest amount, it will allow you to build, it will allow you to build same amount of factories on habitat, so planet with 5 motes will allow you to build 5 mote factories and effectively double your motes income.

Planets WITH resources are pretty rare to begin with - So yes... but also no.
Markus Reese Mar 25, 2020 @ 9:45am 
Originally posted by anaphylactic god:
just remember one thing
if you need energy/minerals/science - look for a planet with smallest bonus, no reason to secrifice 20 minerals planet if 1 mineral planet will give same amount of resources.
if you need rare resources like crystals/gases/motes - look for planet with hightest amount, it will allow you to build, it will allow you to build same amount of factories on habitat, so planet with 5 motes will allow you to build 5 mote factories and effectively double your motes income.

Did not know about that with strategics. My god... This changes everything...

An ideal place actually to build trade planets since dont need many housing ones for strategics.
Last edited by Markus Reese; Mar 25, 2020 @ 9:47am
pete3great Mar 25, 2020 @ 9:54am 
Originally posted by Mansen:
Originally posted by anaphylactic god:
just remember one thing
if you need energy/minerals/science - look for a planet with smallest bonus, no reason to secrifice 20 minerals planet if 1 mineral planet will give same amount of resources.
if you need rare resources like crystals/gases/motes - look for planet with hightest amount, it will allow you to build, it will allow you to build same amount of factories on habitat, so planet with 5 motes will allow you to build 5 mote factories and effectively double your motes income.

Planets WITH resources are pretty rare to begin with - So yes... but also no.

I'm not sure what you're trying to say, but it sounds like you don't realize you can built habitats above colonized planets (forgive me if I'm wrong).
Ryika Mar 25, 2020 @ 10:00am 
Originally posted by locutux:
Is this as intended? If so, this is a big nerf to how the habitats were before, where you could have all resources everywhere.
It's fine. As long as you actually get those mining deposit habitats and use them for mining habitats, you will have more than enough minerals to maintain the rest of your industry.
Markus Reese Mar 25, 2020 @ 10:03am 
Yeah, it is overall pretty amazing. TBH, I never considered building habitats over colonies. I thought my voidborne empire was a runaway before...
Astasia Mar 25, 2020 @ 10:25am 
The special districts aren't that important I found. If you expand your borders fast enough and beeline for choke points you can get pretty much all the minerals you need from mining stations (unless you are playing on a small galaxy with a lot of AIs). Energy you can get from trade, which you can also split into 0.25 consumer goods and save yourself a lot of minerals. Then research of course you can just use the buildings. I found myself just building more habitats in my home system over empty planets, just to keep things localized, I even scrapped the mining districts on my one starting hab to build more trade districts.
Markus Reese Mar 25, 2020 @ 11:16am 
I dunno. I like my mining stations. I never considered the math of trade station returns to usage of foundries and factories/alloys, but with the new techs plus admin buildings, you can get serious output from them.

Whelp, that math for when I get home the per station yield, will update to compare a trade station with a mining/alloy/commercial.
Ryika Mar 25, 2020 @ 11:36am 
Originally posted by Astasia:
The special districts aren't that important I found. If you expand your borders fast enough and beeline for choke points you can get pretty much all the minerals you need from mining stations (unless you are playing on a small galaxy with a lot of AIs). Energy you can get from trade, which you can also split into 0.25 consumer goods and save yourself a lot of minerals. Then research of course you can just use the buildings. I found myself just building more habitats in my home system over empty planets, just to keep things localized, I even scrapped the mining districts on my one starting hab to build more trade districts.
Trade Districts give Clerk Jobs which generate 2 Trade Value each, that's 1 Energy and 0.5 Consumer Goods at base line. Mining Districts give Miner Jobs, that's 4 Minerals at base line.

Minerals convert to Consumer Goods at a 1:1 ratio, so essentially, Clerks produce 1.5 basic resources plus some minor amount of happiness, while Miners produce 4 basic resources.

You get some extra amenities, and you save an Artisan job for every 6 Clerks that you run, but I think it's pretty obvious that Miner Districts are the stronger option if we just consider the baseline yields.

There may be some specific setups where you can make Clerks the preferred option, but unless an empire is specifically designed for that, the special districts are very desirable.
Last edited by Ryika; Mar 25, 2020 @ 11:38am
Astasia Mar 25, 2020 @ 11:58am 
Originally posted by Ryika:
Trade Districts give Clerk Jobs which generate 2 Trade Value each, that's 1 Energy and 0.5 Consumer Goods at base line. Mining Districts give Miner Jobs, that's 4 Minerals at base line.

Minerals convert to Consumer Goods at a 1:1 ratio, so essentially, Clerks produce 1.5 basic resources plus some minor amount of happiness, while Miners produce 4 basic resources.

You get some extra amenities, and you save an Artisan job for every 6 Clerks that you run, but I think it's pretty obvious that Miner Districts are the stronger option if we just consider the baseline yields.

There may be some specific setups where you can make Clerks the preferred option, but unless an empire is specifically designed for that, the special districts are very desirable.

The trade district is 5 clerks, the mining district is 3 miners. 10 trade and 10 amenities, vs 12 minerals.

Converting the trade to to consumer goods, and getting the amenities from the district, saves you building slots and rare crystals. Having a lot of extra amenities can also boost a planet's yields by like 30% IIRC.
Markus Reese Mar 25, 2020 @ 12:14pm 
Plus clerks are specialists, so they also take more resources too plus energy cost. A mining station is same energy no matter, so it is one energy is needed per station whereas a hub is only two.... I need a spreadsheet...

But it does bear consideration on your empire and start. An economic focus gives versatility where you want your resources to go with wartime/mixed/consumer economy plus the living standards. Whelp, this is too much for brain math on mobile... Need the modifers that give all boosts as there are techs now that increase alloy and goods return.
Last edited by Markus Reese; Mar 25, 2020 @ 12:16pm
Astasia Mar 25, 2020 @ 12:28pm 
Originally posted by twistedmelon:
Plus clerks are specialists, so they also take more resources too plus energy cost. A mining station is same energy no matter, so it is one energy is needed per station whereas a hub is only two.... I need a spreadsheet...

I'm not actually sure what you mean here. Clerks are workers not specialists, they don't have any extra energy cost, both districts have an upkeep of 2 energy.
Ryika Mar 25, 2020 @ 12:29pm 
Originally posted by Astasia:
The trade district is 5 clerks, the mining district is 3 miners. 10 trade and 10 amenities, vs 12 minerals.
The amount of jobs per districts doesn't matter much until you have filled all possible jobs, which you'll never do for all of your Habitats, unless you stop building them - which you should not do, unless you're switching to ring worlds. You'll simply not run out of available jobs.

Pop efficiency on the other hand is one of the most important aspects of the economy in Stellaris, right after raw pop growth.

Plus the trade district does not offer enough housing for all 5 jobs, so you have to build some housing districts to compensate - so it's not actually 5 clerks per district slot.

Originally posted by Astasia:
Converting the trade to to consumer goods, and getting the amenities from the district, saves you building slots and rare crystals.
Yes, but the amount that you save is minimal compared to the raw extra production per pop.

Plus, production modifiers for Miners/Engineers/Farmers are SO easy to come by. Realistically, just by researching the generic +yield techs, by the time you unlock habitats, you'll already be at 180%+ Miner efficiency, so each miner actually produces 7 Minerals instead of 4. Trade Value pretty much doesn't get any generic bonuses, other than the 20% from the habitat specialization and the minor bonus from stability.

Originally posted by Astasia:
Having a lot of extra amenities can also boost a planet's yields by like 30% IIRC.
Amenities don't boost planet yields, they boost stability, to a max of 20% if you have TWICE the amount of amenities required. High Stability then increases resource production by up to 30%.

This is, as you can imagine, an extremely inefficient conversion. Stacking Amenities hasn't been a thing for ages, it's and sometimes it's even most efficient to let them go negative if that doesn't put you below 50 stability.
Last edited by Ryika; Mar 25, 2020 @ 12:32pm
Mansen Mar 25, 2020 @ 12:42pm 
Originally posted by pete3great:
I'm not sure what you're trying to say, but it sounds like you don't realize you can built habitats above colonized planets (forgive me if I'm wrong).

Doesn't help you get a Habitat with say... Mining districts, if the planet didn't have a resource bonus to begin with. Planets - With - Resources bonuses - Are - Not - Common.

I don't know how to spell that out any simpler :D
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Date Posted: Mar 25, 2020 @ 6:25am
Posts: 23