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the name does matter
and since you can with a simple click change the habitat designation from 'habitat' to 'mining station' it keeps making sense
so stop nitpicking, the name and designations makes perfectly sense
...but when I built a Habitat over that world, I could only get energy, no gas.
just mentioning it.
That is certainly one way of doing it, and I don't see anything wrong with it. In one sense it might be easier for a new player to understand, and might make a nice parallel with outposts upgrading into larger and larger star bases.
I don't personally have a problem with the terminology that is used now, or how stations and habitats work (being separate entities rather than part of an upgrade path), but also I wouldn't have a problem with a change like the one I think you are talking about.
Well snap, never knew that! Thanks!
Neither did I, that's great to know.
Actually it does help, because while it adds a percentage, it does add a single miner (or whatever worker job).
That said it's not enough to keep an empire going.. but you can do it.
Also a megacorp can put a trade branch that gives a miner job.
Other alternatives would be to have livestock lithoids, and there's plenty of ways to get minerals from not the habitat, such as if you're playing a megacorp. But it's assumed this is for the habitat only on a non-mineral planet.. and while possible.. it's necessary.
I have encountered a similar issue. I have made numerous attempts to construct multiple habitats in my game, and they all come up with the same 3 districts: Habitat, Trade and Leisure. No Energy, no Minerals, except the original 3 from my origin story.
Here is an example, with a habitat build orbiting a planet that has not only Energy and Minerals districts, but also a Minerals bonus.
The system:
https://www.dropbox.com/s/l3pb1kzbhlv54zc/20200326220130_1a.jpg?dl=0
The planet:
https://www.dropbox.com/s/nu8w95g1fk30c7e/20200326220120_1a.jpg?dl=0
The resulting Habitat:
https://www.dropbox.com/s/buzsh5tvcq0uzzr/20200326220126_1a.jpg?dl=0
I would have thought the habitat would have Minerals districts, no?
Thanks for any suggestion.
Thanks for the info. Another thing I tried was destroying a Science station (2 society + 2 engineering on one celestial body), and when I built the habitat, it had NO science district, same as the image above (just the Habitat, Trade, Leisure districts). It's what prompted me to either think this was a bug, or I did not know what to do and I need to learn ;).
Habitats should be able to mine their host planet's moons as well imho. I often have a hard time finding spots for mining habitats due to almost all the mineral deposits appearing on moons.
Alright thanks! So that means build a habitat with lowest mining value I can find?