Stellaris

Stellaris

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Antearz Sep 18, 2024 @ 7:04am
Pls Stop AI from Building Habitats...
Seriously.

In Lategame the AI will just Build a Habitat in every Single System.
Very often this will be completely Senseless as well. Because the AI Will Literally Build Habitats into Arc Furnace Systems having like 70 Mining Districts on a Habitat which can never be used because the Habitat just doesnt get this many District.
It also Builds Orbitals on EVERYTHING. Even Space Ressources where the Space Ressource will easily Beat what the Habitat can do with this Slot.
Hell it will even Build a Friggin Orbital on the Special 10/10/10 Research Deposits....
Not to mention it will often Build Orbitals on Planets which then cant have an Orbital Ring.

This then keeps Bugging out the Game as well. Because even if You Delete the Orbitals.
It will sometimes Block the Spot for any other Construction. Including for Orbital Rings.

Not to mention the Lag this causes because it effectively Creates a Planet in each System.
Which Doubles, Triples or even Tenfolds the number of Planets in the Game.



Honestly Said. I think Habitats should be Limited anyways.
Habitats Should be Limited by Something.
Maybe Half of Starbase Capacity.
Or Maybe similar to Arc Furnaces with a Limited Number of Habitats depending on Research.
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Showing 1-10 of 10 comments
T-82 Sep 18, 2024 @ 9:37am 
I do not believe Habitats should be limited.
I think that developers need to put in more work to make AI just "better".
For me and You building a major/minor orbital (habitat exo-structure) on a 10/10/10 science deposit is just unthinkable. Yet AI does that, which makes it economically weaker than it was before.
Last edited by T-82; Sep 18, 2024 @ 9:37am
HereticPriest Sep 18, 2024 @ 10:26am 
Also afaik the habitats on a ressource will do everything a mining/research station does and provide its habitat-bonus to the central habitat station on top. You loose nothing.
Antearz Sep 18, 2024 @ 10:48am 
Originally posted by HereticPriest:
Also afaik the habitats on a ressource will do everything a mining/research station does and provide its habitat-bonus to the central habitat station on top. You loose nothing.

Unfortunately not.
Habitats do Provide some Special Ressources if Placed on them.
They get these as Planetary Features then.
But for Regular Ressources they Provide nothing but the Districts in Question.
And if You cannot use the District its useless.

For example. The 10/10/10 Research is just way better as a Research Station.
Because it Provides the same 3 Research Districts that 1 Point of any Research gives You.
And it still only Provides the 0.5 or so Districts Capacity and Building Slots assuming its a Major. And not even that as a Minor.
So Its generally a Waste.

This makes them especially useless in Arc Furnace Systems. Because the Arc Furnace adds alot of Deposits into the System. All of which will be lost by Habitats in exchange for Mining District Slots which You cannot use because you dont get this many Districts.
bri Sep 18, 2024 @ 11:22am 
The 10/10/10 research is kind of iffy as 3 districts worth of researchers (at least 9 research pops) will easily generate more than the station would. It depends on what else is available in the system, etc. as to whether or not a habitat should swallow it or not. In general I agree that the other resources are better left untouched and have your habs focus on other things.
Of course part of it is (I suspect) that the optimal placement of habs in reality does not match what the developers intended, at least based on the "guaranteed" systems void dwellers get, neither of which is anything like a good place to build a hab.
Antearz Sep 18, 2024 @ 11:53am 
Originally posted by bri:
The 10/10/10 research is kind of iffy as 3 districts worth of researchers (at least 9 research pops) will easily generate more than the station would. It depends on what else is available in the system, etc. as to whether or not a habitat should swallow it or not. In general I agree that the other resources are better left untouched and have your habs focus on other things.
Of course part of it is (I suspect) that the optimal placement of habs in reality does not match what the developers intended, at least based on the "guaranteed" systems void dwellers get, neither of which is anything like a good place to build a hab.

That would be True if You did not Require Pops for it while the Research Station does not.
It becomes even less useful once You realize that You get the 3 Research Districts as Option but not as Capacity. Meaning that any Research Deposit with 1 Research will give You the same Dsitricts.
And thats before Realizing that just Building Habitation Districts and Research Labs is actually more Efficient anyways.
martin77 Sep 18, 2024 @ 1:16pm 
there is a mod " no habitats" which prevent the tech to appear
Alxndr Sep 18, 2024 @ 1:20pm 
I use this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2903760829

When you start a game you get an event popup, you can disable various mega structures. I disable hyper relays because they look thick and ugly. I disable catapults because it's just ridiculous.

And I also disable habitats. But if you have an empire in your galaxy that spawned as a habitat species they will instantly die and drop from the game.
Last edited by Alxndr; Sep 18, 2024 @ 1:21pm
HereticPriest Sep 18, 2024 @ 1:39pm 
Originally posted by Antearz:
Originally posted by HereticPriest:
Also afaik the habitats on a ressource will do everything a mining/research station does and provide its habitat-bonus to the central habitat station on top. You loose nothing.

Unfortunately not.
Habitats do Provide some Special Ressources if Placed on them.
They get these as Planetary Features then.
But for Regular Ressources they Provide nothing but the Districts in Question.
And if You cannot use the District its useless.

For example. The 10/10/10 Research is just way better as a Research Station.
Because it Provides the same 3 Research Districts that 1 Point of any Research gives You.
And it still only Provides the 0.5 or so Districts Capacity and Building Slots assuming its a Major. And not even that as a Minor.
So Its generally a Waste.

This makes them especially useless in Arc Furnace Systems. Because the Arc Furnace adds alot of Deposits into the System. All of which will be lost by Habitats in exchange for Mining District Slots which You cannot use because you dont get this many Districts.

i thought i read it in the stellaris wiki once but i never actually checked. Good to know.
NorthernDavid Sep 18, 2024 @ 3:54pm 
Just make it so when you destroy a habitat central core with a colossus it removes the habitat entirely and all the other habitat modules in the system.
Antearz Sep 19, 2024 @ 10:46pm 
How about this.
Just make it a Galaxy Setting at the Start of the Game.


Setting has 3 Options.

Unlimited Habitats.
Rules as they work now. With Habitats not being Limited

Soft Limited Habitats.
Habitats are Softlimited by Starbase Capacity.
Going over the Limit Increases all Habitats Maintenance Cost by 25% Points.
So at 4 Habitats over the Limit the Maintenance for Habitats is Doubled.
At 8 over the Limit the Cost is Tripled etc.
(AI will Obey the Soft Limit as if it was a Hard Limit)

Hard Limited Habitats.
Habitats are Limited to 3 per Habitat Technology. And another 6 can be Gained by the Mega Engineering Technology. For a Total of 15 from Standard Technology.
After that they can be Increased by Repeatable Technologies at a Rate of 1 per Repeatable Researched.
(Conquered Habitats are handled as if they were over the Limit in the Soft Limit Setting)



Pls Note.
There will be 3 Additional things added regardless of this Setting.

A.
The Option to Scrap Empty Habitats. The Scrapping will take Half the Time it took to Build the Habitat and Refund Half of the Alloy Cost.

B.
If a Player has more Habitats in Empire (it does not matter if they are Colonized or not) A Planetary Decision to Abandon Habitats with no Influence Cost and Resettle all Pops to Random Planets in the Empire. Becomes Available on Habitats.

C.
Void Dweller Origin Empires get an Inherent +6 Bonus to their Habitat Limit.
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Date Posted: Sep 18, 2024 @ 7:04am
Posts: 10