How Do Habitats Work in Stellaris 3.9?

preview_player
Показать описание
Stellaris 3.9 has changed the way habitats work. We now have 3 different megastructures to build which provide a host of different benefits! This is a Stellaris habitats guide.

Lets dive in and find out more!

Stellaris Version 3.9

If you enjoyed this video please leave a like & SUBSCRIBE!

And please comment with any feedback, any ideas or if you disagree!
Рекомендации по теме
Комментарии
Автор

Anyone remember when habitats were just size 15 planets with slightly unique buildings? Pepperidge farms remembers.

robertalaverdov
Автор

As someone who kept using Merchant Guilds even after it was nerfed into pointlessness for the sake of roleplaying, I will still make my Trade Void Dwellers. Though it would be neat if a Trade Deposit in a system could add a Trade District or maybe add a Merchant Job to the station.

ShrimpTreadmill
Автор

This is huge for the endgame, as AI empires cannot spam 10-15 Habitats in a single system. It has always been a major source of engame lag when there are over a thousand Habitats in a large Galaxy. Also conquering systems will take less micromanagement.

Xyronos
Автор

Something that I've found that was overlooked regarding resources is that if you put a habitat/orbital over a planet with a strategic resource, it automatically provides the resource job instead of requiring you to build the required building. This is only instance with habitats where you can get a resource job effectively for free, the only cost being for building the habitat/orbital.

SilverScorpion
Автор

<Me who has been playing VD for years, sweating nervously, pressing play button>

jameshildebrand
Автор

Also, if you're running Void Dweller origin, the resource district types (energy, minerals, food) *also* give you +0.25 building slots per district. I had a lot of fun with an oppressive autocracy void dwellers build.

BugsydorPrime
Автор

I actually think the system works pretty well relative to the goals the devs wanted to achieve with it.

yzm
Автор

Where this really hurts/helps depending on your POV is fortress habitats.

The loss of the ability to lay down several habitats kitted out with forts in a single system to add tons of fleet cap and make a system take an absurd amount of investment to get past hurts defensive playstyles. Which, depending on your POV, is good or bad.

ASNSZero
Автор

You forgot the "Special" habitats. The Knights of the toxic good habitat gets special orbitals which add one Knight each but don't allow for Ressource districts. (Can't build those orbitals around Stars, but that ist probably a Bug). Once I fully Upgraded the Habitat and it got filled up it produced 4.5k science each (physics 5k because of vultraum). And I didn't even use Lifestock/Robot shenanigans.

diesisteinname
Автор

there goes my favorite play style, expanding a voidborne empire with habitats everywhere xP

franckluciani
Автор

I do wish they kept trade districts, they were basically commercial zones with a bit of housing. But they also nerfed trade HARD

JAMBUILDER
Автор

I'm currently playing a necrophage terravore swarm, the new habitat mechanic fits perfectly with it

rogerkreutz
Автор

My good man, this is the one explanation I needed. I can now finally play tall. 'ere we go

patrickbo
Автор

Perfect timing I was about to do a Habits playthrough(I've barely played with Habits before, and have never built Habits in 3.9)

paulwayne
Автор

I like using them as RP sectors capitals. That with the civic that boost edict capacity is a fun if difficult build.

curseofthefallen
Автор

Another thing to note about what you said about the ecumenopolis, not every empire type can build them. Unless things changed in 3.9, in 3.8, Gestalt Consciousness empires (barring the rogue servitor) can’t get ecumenopolises. It seems weird how the rogue servitor robots are the only gestalt that has access to two of the three planet types you ranked in the S-tier of your planets tier list.

martymartin
Автор

@Montu Plays one thing you did miss is that the void dweller origin and ascension perk. The perk is very similar to the old one with minor tweaks but the origin seems to be a bit of a rule breaker because it still gives you 3 habitats and they all share orbital effects so if you build a research orbital you will get 3 research districts on each for a toal of 9.

mr.silver
Автор

I liked that long setup with Darth Vader. I laughed out loud when the NOOOO came out.

mariotcarreon
Автор

Thanks my dude. Just trying out new stuff after time away, and you got my back.

elischrock
Автор

@Montu Plays some minor things you missed (some others have already mentioned) :
- the void dweller origin and ascension perk change the jobs from 2 per district to 3, so effectively you have 50% more districts than it looks like, when you compare the habitat world to a planet.
- strategic resource deposits generate jobs on the habitat without needing to build a mining building, 1 job per resource in the deposit.
- alloys still count as mineral deposit, and this is now very relevant with minor orbitals, because there have always been quite a lot of asteroids with 1-2 alloys on them
- its worth mentioning that its possible to have "too much of a good thing" - a system with 5 mineral/alloy deposits will support 15 mining bays(!) - equivalent to a planet with 22.5 mining districts!! - but the system is unlikely to support enough habitat size to actually build on them all.
- You seem to need at least one science deposit (=3 reserarch districts) in order to be able to give the habitat the "research habitat" designation, for the +10% output bonus.

michaelwheatley
welcome to shbcf.ru