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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.
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.
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.
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.
i thought i read it in the stellaris wiki once but i never actually checked. Good to know.
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.