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How do Orbital habitats in 4.0 Phoenix actually work?
My brother and I are trying top find the specifics of how they work, y'know, like the math of it, so that we're not frivolously making habitats in different systems when they're not going to yield much. we're also not entirely sure how it determines what districts you get from what systems. If we had the math for this I don't think we'd be running into some of the problems we are. also yes, we looked at dev diary 4.0 part 5 and it basically just says "They're better now!" without giving any real explanation as to how they're better, or how it works. At least with the major and minor orbitals we could actual;ly math out what we'd get from each and determine how to specialize them/what systems to put them in, but we can't anymore. there's no hints at all. Obviously we can infer some thing, but its very little real information. It's one of our favorite starts and I used it a good bit in 3.9 and yes, it was micro-managy, but at least it seemed like it could be managed then. Now we're just hoping and praying lol
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The tooltip on the galaxy map will tell you how many districts can be built on the habitat if you build it in the system your mouse is hovering above :) . For example: https://steamcommunity.com/sharedfiles/filedetails/?id=3506448222
The maximum number of resource districts possible depends on the deposits in the system. Each deposit gives 1, plus 1/2 the deposits size (rounded down), in districts. So a star that produces 4 energy will give 3 energy districts maximum. If a system had 3 research deposits each producing 4 research, each would give 3 research districts maximum, for a total maximum of 9 research districts. For this purpose, I believe alloy deposits and special materials both contribute toward the max number of mining districts.

As for the total number of districts of all types, that depends on the number of bodies in the system. The more stuff in the system, the more total districts you can have. I've not been able to determine exactly what does and does not count toward this. But if you try to place a habitat in a system, it at least tells you the maximum number of districts you will have before you commit to it. The size of the main habitat capital building acts as a modifier to this number.
that still only tells us the maximum districts, not the kinds of districts we have access too, etc. Also, there does not seem to be a tech habitat specification, at least not that we've seen yet.
Originally posted by Admiral Charlie B. Tully:
Also, there does not seem to be a tech habitat specification, at least not that we've seen yet.

You have to actually build the habitat and colonize it for all the designations to appear.
Originally posted by steventirey:
The maximum number of resource districts possible depends on the deposits in the system. Each deposit gives 1, plus 1/2 the deposits size (rounded down), in districts. So a star that produces 4 energy will give 3 energy districts maximum. If a system had 3 research deposits each producing 4 research, each would give 3 research districts maximum, for a total maximum of 9 research districts. For this purpose, I believe alloy deposits and special materials both contribute toward the max number of mining districts.

As for the total number of districts of all types, that depends on the number of bodies in the system. The more stuff in the system, the more total districts you can have. I've not been able to determine exactly what does and does not count toward this. But if you try to place a habitat in a system, it at least tells you the maximum number of districts you will have before you commit to it. The size of the main habitat capital building acts as a modifier to this number.

we've checked and we're glad the math actually works out, it would have still been nice if they said it so we weren't having to guess and figure it out ourselves. but i appreciate you.
Originally posted by Admiral Charlie B. Tully:
Also, there does not seem to be a tech habitat specification, at least not that we've seen yet.
There is one :) , for example: https://steamcommunity.com/sharedfiles/filedetails/?id=3506454358
okay, i think we need to just redownload the game because it's obvious at this point we're having some glitches. Verified game files and everything. ty.
Just to be clear, that colony designation is only possible on habitats that have research districts available (meaning there is at least 1 research deposit in the system). If you don't see this designation, check if there is a research deposit deposit / research districts there :)
how do you build orbital expansions in 4.0?

first time playing since the update, voidborne origin. construction ships have the option to build a new orbital central complex but nothing on the resources to increase districts on my starting habitat. I'm sure it was possible pre 4.0.
It was also pointless busywork. The orbitals increase naturally as you build districts on the habitat itself.
They're built automatically when you build districts.
Originally posted by RCMidas:
It was also pointless busywork. The orbitals increase naturally as you build districts on the habitat itself.

oh so you can't build them anymore. that explains it.

unrelated to above, i really dislike this 4.0 rework. think i'm going to give up on the game because of it.
...you can't just roll back to the previous version like everyone else, you're going to toss the whole thing?
Originally posted by RCMidas:
...you can't just roll back to the previous version like everyone else, you're going to toss the whole thing?

the mods i use are all updated, i don't know how to roll those back. wish i never updated.

in my habitation district i have 20 options for things to build and 3 slots to build them in, then 3 districts i don't want that can each build 1-2 different things i also don't want. it's extremely restrictive and stupid.
Yeah, we're not going to see eye-to-eye on this one.
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Date Posted: Jun 22, 2025 @ 3:24pm
Posts: 15