How Do Habitats Work in Stellaris 3.9?

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  • Опубликовано: 26 янв 2025

Комментарии • 389

  • @robertalaverdov8147
    @robertalaverdov8147 Год назад +1183

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

    • @art-games6230
      @art-games6230 Год назад +31

      How long have you played this game for?

    • @robertalaverdov8147
      @robertalaverdov8147 Год назад +271

      @@art-games6230 Since ancient times, back when vine was still a thing and youtube had a dislike button.

    • @art-games6230
      @art-games6230 Год назад +54

      @@robertalaverdov8147what the heck is vine?

    • @robertalaverdov8147
      @robertalaverdov8147 Год назад +2

      @@art-games6230 A lost communication platform of the elder gods where one could watch short videos that were sometimes funny.

    • @bizmasterTheSlav
      @bizmasterTheSlav Год назад +131

      @@art-games6230 I remember the tile system instead of modern planet management. I also remember back in the days before version 1.5 unity wasn't even added as a resource, and neither were alloys and consumer goods. Also, before 1.4 there weren't any federations at all.

  • @rolypoly4920
    @rolypoly4920 Год назад +425

    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.

    • @tunencio7288
      @tunencio7288 Год назад +12

      merchant guilds is pretty good though...you can rush a trade league federation

    • @chrisschmidt2245
      @chrisschmidt2245 Год назад +33

      It should either add trade value the same way that alloy deposits do, or it should do what Rare Resources do, and add a Merchant job.

  • @Xyronos
    @Xyronos Год назад +418

    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.

    • @Triumph633
      @Triumph633 Год назад +27

      and now they just spam orbitals...

    • @bjorn00000
      @bjorn00000 Год назад +50

      @@Triumph633 Only one to invade

    • @grafeugenius
      @grafeugenius Год назад +25

      Minor tips, you can set your troop fleet stance to aggressive. They'll invade the planets in a system on their own, as long they're capable of winning.

    • @bjorn00000
      @bjorn00000 Год назад +5

      @@grafeugenius Sure but then you run into issues if you split the transport fleets to take out undefended habitats quickly. One complex is so much easier to deal with.

    • @Bombelostre
      @Bombelostre Год назад +13

      Ayup, I had to delete my 2550+ save because AI at some point (without me noticing) built around 200 habitats and colonized all of them, each 5-10 pops.
      I didn't want to destroy them one at a time because it would take too much time so I just gave up and deleted the save.
      I was playing with mods but still...

  • @SilverScorpion428
    @SilverScorpion428 Год назад +169

    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.

    • @Lethal_Virus
      @Lethal_Virus Год назад +13

      i noticed this as well, it will also generate more resource in exchange for taking up some jobs. I went from producing 7 gas to 10 gas in a system.

    • @Miranda17137
      @Miranda17137 Год назад +15

      Massive. Especially since you can now put minor orbitals over asteroids. Enjoy the 8 miner jobs on that one event based crystal asteroid

    • @Miranda17137
      @Miranda17137 Год назад +12

      ​@Lethal_Virus don't forget mining designation will juice the output rate even higher

    • @Vaprous
      @Vaprous Год назад +8

      That's not an oversight, that's an *intentional* behavior. Read the Dev diaries on the habitat changes.

    • @dyacktman
      @dyacktman Год назад +23

      @@Vaprous The oversight isn't that this happens (we know it's supposed to). The oversight is that Montu forgot to mention it in this video. But it's still a good video even lacking that one piece of information.

  • @jameshildebrand907
    @jameshildebrand907 Год назад +69

  • @yzm2065
    @yzm2065 Год назад +171

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

  • @ASNS117Zero
    @ASNS117Zero Год назад +70

    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.

    • @TheREALTheRealAdam
      @TheREALTheRealAdam Год назад +74

      When I did that, it was based and cool.
      When other people do it, it's cringe and toxic.

    • @J4MM1E2
      @J4MM1E2 Год назад +2

      I loved building at least one fortress hab on my choke point systems and loved bioengineering the perfect soldiers to defend it. Sad if this is now not an option. The other changes seem OK but if reducing AI spam was a main goal this seems like a strangely complex solution.

    • @luka188
      @luka188 Год назад +2

      Fortress habs are fun to build, but the game really might be better without them.

    • @ASNS117Zero
      @ASNS117Zero Год назад +7

      @@J4MM1E2 You can still build habitats and kit them out as fortresses, you just can't build eleventy million of them, resulting in basically unbreakable systems w/o the use of colosi.

    • @user-ev3fq9hw7v
      @user-ev3fq9hw7v 8 месяцев назад

      @@ASNS117Zeroat that point Crisis is the Answer XD

  • @diesisteinname2053
    @diesisteinname2053 Год назад +85

    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.

    • @Nukestarmaster
      @Nukestarmaster Год назад

      Wow, that seems pretty good.

    • @Elyseon
      @Elyseon Год назад

      Is there even a point in building a science nexus anymore?

    • @arnoldsorrow2640
      @arnoldsorrow2640 Год назад +7

      ​@@ElyseonIf it still gives % bonus then yeah, sure

  • @BugsydorPrime
    @BugsydorPrime Год назад +52

    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.

  • @franckluciani9284
    @franckluciani9284 Год назад +17

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

  • @rogerkreutz1985
    @rogerkreutz1985 Год назад +71

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

  • @patrickbo2045
    @patrickbo2045 3 месяца назад +4

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

  • @JAMBUILDER08
    @JAMBUILDER08 Год назад +30

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

  • @paulwayne8367
    @paulwayne8367 Год назад +21

    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)

    • @art-games6230
      @art-games6230 Год назад +1

      I usually just use them as fortresses, I found them far too expensive for anything else

    • @paulwayne8367
      @paulwayne8367 Год назад

      What if your doing Void Dweller@@art-games6230

  • @Ranto294
    @Ranto294 Год назад +10

    There are sometimes situations, when pirates appear because of lack of trade protection. Generally, unless you're quick and send some ships, they tend to disable starbase _and then proceed to destroy all resource stations_
    And since game treats orbitals the same way, _they will be destroyed the same way_
    Which can become big resource waste.

    • @bizmasterTheSlav
      @bizmasterTheSlav Год назад +3

      just investing into some pirate protection is a necessity anyways soooo

  • @martymartin5302
    @martymartin5302 Год назад +62

    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.

    • @isuckatusernames4297
      @isuckatusernames4297 Год назад +13

      to be fair, you can have essentially unlimited machine and hive worlds once you have the ressources initially required to build them.
      bit harder to do with the eccupenopolis tho, especially since you still need raw ressources to feed your empire

    • @martymartin5302
      @martymartin5302 Год назад

      @@isuckatusernames4297 but machine and hive worlds use the same resources as the base planets. Ecumenopolis’s have special arcologies that others don’t have, such as unity producing districts, entertainment districts, and stronger foundry districts. Also, these arcologies can produce the specialized resources: rare crystals, gases, volatile masses. These resources can be difficult to get a steady supply from, as I have had negatives with these lots of times before. You can use the market to try and stabilize this, but buying just one of these resources can cost upwards of 26 energy credits per.

    • @Nukestarmaster
      @Nukestarmaster Год назад +8

      Rogue servitor is the only empire type that has access to more than _one_ of the S-tier planets, period.

    • @grafeugenius
      @grafeugenius Год назад +6

      That's because rogue servitor is best Boi.

    • @toddoverholt4556
      @toddoverholt4556 Год назад

      Because machine empires and hive minds have their own ecumenopolis worlds, the hive world and the machine world

  • @curseofthefallen4941
    @curseofthefallen4941 Год назад +13

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

    • @davidshea6272
      @davidshea6272 Год назад +2

      The ability to slap a habitat down anywhere makes sector optimisation, so you get the best out of your governors, a lot easier.

  • @elischrock5356
    @elischrock5356 4 месяца назад +1

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

  • @bjorn00000
    @bjorn00000 Год назад +20

    I've had problems because the major and minor orbitals seem to be treated like ships by the game, and in a case where an AI opponent was in conflict with me and another AI, I took control of the complex but the orbitals were technically under control of their other opponent.

    • @shinkicker404
      @shinkicker404 Год назад +1

      Kind of like the bug that happens with orbital rings that prevent you ending a war because you can’t invade it?

    • @bjorn00000
      @bjorn00000 Год назад +2

      @@shinkicker404 Interesting I've never run into that before

  • @mr.silver5476
    @mr.silver5476 Год назад +7

    @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.

  • @mariotcarreon
    @mariotcarreon Год назад +7

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

    • @MontuPlays
      @MontuPlays  Год назад +1

      It was a labour of love

    • @mariotcarreon
      @mariotcarreon Год назад

      @@MontuPlays As a frequent Trade Habitat player I felt that NOOOO 😂

  • @michaelwheatley8394
    @michaelwheatley8394 Год назад +2

    @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.

  • @schishne7546
    @schishne7546 4 месяца назад +2

    Damm I mistook those habitats for free already build slots, but they just give you THE OPTION to build more energy districts or mineral districts i completely wrecked my energy through this in my first void dweller playthroughs

  • @mattwallace963
    @mattwallace963 Год назад +1

    The fact that at one point in my life I was watching vine compilations and playing stellaris blows my mind.

  • @Zathurious
    @Zathurious Год назад +5

    I just think it's awesome that a habitat central complex can now be built orbiting the system's star. Makes those systems with just asteroids and no planets much less useless.

    • @shaka2tu
      @shaka2tu Год назад

      Didn they lose district? Maybe for admin habitat?

  • @jaredh7706
    @jaredh7706 Год назад +4

    I found an interesting interaction in a singleplayer game recently. I got the Vultaum precursor, and the surveyor relic. Multiple times it activated and increased the exotic gas output of vultaumar. I ended up with i believe 12 gas worker jobs on that habitat i built there?
    I think the new orbitals interact strangely with the surveyor's detection of whethwr something produces resources. And can cause it to fire on the same world more than once.

    • @davidburton9690
      @davidburton9690 Год назад +1

      I think my surveyor relic is bugged in my game. Sometimes, it names a blank null target, nothing to zoom to. Other times, it fires just fine. No crashes with it, so I am just playing through to see what happens.

  • @13g0man
    @13g0man Год назад +2

    One good thing about deposits is that it doesnt matter if the deposit gives 1 resource or 6, it still provides 3 districts of that resource type.

  • @JoeCensored
    @JoeCensored Год назад +16

    They have minimized ongoing maintenance. Now though pop growth is much lower since you have just 1 "planet" vs a half dozen like you might have before.

    • @plmokm33
      @plmokm33 Год назад +5

      They also drastically reduced the versatility of the habitats. It used to be you could build just about any habitat in a system, and planets with no resources would give you a random one like mining or energy. Now it's much more based on what's in the system.

    • @bizmasterTheSlav
      @bizmasterTheSlav Год назад +8

      @@plmokm33 Also reduced endgame lag, so it's worth it.

    • @plmokm33
      @plmokm33 Год назад +3

      @@bizmasterTheSlav eventual endgame lag is pretty inescapable simply due to the nature of the engine so idk if sacrificing the usability of something for a bit of performance is worth it.

  • @sirvampier8356
    @sirvampier8356 Год назад +9

    If you could confirm, it looks like the orbitals replace the research stations/ mining stations. I am 100% sure the district is far more cost effective that the stations so long as the pops can be maintained, but I noticed after putting an orbital around Irass and losing 14 of each tech from the system. Might be worth leaving alloy stations for the orbital.

    • @isuckatusernames4297
      @isuckatusernames4297 Год назад +1

      it really depends on how good your pops are at generating thise ressources.

    • @sirvampier8356
      @sirvampier8356 Год назад +1

      When I noticed, each research district would produce 25 of each tech and the 3 I could build from the orbital over the 14 of each deposited was most certainly worth it, when it gets filled of course.

    • @schroecat1
      @schroecat1 Год назад +2

      It's worth it when the jobs are occupied, but it's also worth keeping in mind when you are building the orbitals to leave the highest production stations until last to maximise efficiency.

    • @JabberwockOclock
      @JabberwockOclock Год назад +8

      Energy, Mineral, and Research deposits will be locked off when you build an orbital over them, with the only benefit being that they expand capacity for their corresponding district. Alloys, Zro, Dark Matter, Living Metal, and Nanites however will be collected as if the Habitat were a mining or research station and scale with the appropriate modifiers in addition to expanding Mining district capacity for alloys, and research for everything else.

  • @MadamLava094
    @MadamLava094 Год назад +7

    I understand why, but am saddened by this final sanction to finally stop AI habitat spam. I once had a REALLY fun game: So the Sol system start gives you a home system with WAY more planets than typical. I was void dweller, then I had a really funny idea: living only out of habs in that system as long as possible. What made it possible was the old Drone Scanner relic: It would infinitely give you new deposits in your space and my space was *tiny*, for the first time since 1.0 I was living off space deposits which also added jobs to my existing habs

  • @sharifabdelal4149
    @sharifabdelal4149 Год назад +10

    I like these. They take the Stellar geography into account a bit better, and really let you go in on developing a system

  • @Xabraxus
    @Xabraxus Год назад +1

    As a void hive devouring swarm I find it is very easy to outpace the early free mining/research station construction, it should be swapped off of as soon as you gain another civic or finish repairing the quantum catapult in slingshot origin. Alternatively if you get lucky you can keep it and sacrifice some unity to manually build early basic resource mining stations and force the free station construction to land on strategics you don't have the tech for in order to gain early access to them.

  • @ignisking759
    @ignisking759 Год назад +2

    For me, the biggest and silliest issue for the new habitats is just those minor/major orbitals. Micro manage is right, as I can barely see them sometimes with all the stuff I have in the system and so it's annoying to que a bunch to be built individually and find out I'm missing one or two much later.
    I really want them to allow some sort of automated construct option, either with the regular option on constructors or I can just right click a system like with hyper relays and have them all built since they're technically considered megas. These are ofcourse the lazy options for when I'm already mid game and can't afford the time to micro everything.

  • @dragonbrother7831
    @dragonbrother7831 Год назад +2

    You forgot to mention the interactions with rare resources.
    Putting an orbital around gas/motes/crystals gives you X number of extractor jobs (the worker tier one, not the specialist tier one) , X being how many of that resources you found on the orbital body
    Unsure how it works with Zro / Dark Matter / Living Metal / Nanites but OG habitats just counted those as research habitats so I presume the same would happen here, giving you the extra-rare resource as a a deposit on the habitat itself.
    Similair thing happens with Alloys but they give you mining districts instead

  • @iluvpandas2755
    @iluvpandas2755 Год назад +7

    They really turned void dwellers from the best in the game to worse than not having an origin.

  • @Kampski
    @Kampski Год назад +10

    It hurts but I think it will grow on me because as fun as VD was I hated the micro

    • @iluvpandas2755
      @iluvpandas2755 Год назад +1

      VD is dead now :( . They cannot play as tall as before.

  • @randomcatontheinternet2771
    @randomcatontheinternet2771 10 месяцев назад +1

    Finally my colossus can finally get the holiday she deserved

  • @purpledevilr7463
    @purpledevilr7463 Год назад +3

    A while ago I played a Fanatic Purifier with the habitat Start.
    The goal was to destroy the earthly planets.

  • @alexanderwilson2763
    @alexanderwilson2763 Год назад +22

    Montu, will you be making a new void dweller build in the future?

  • @jsr9617
    @jsr9617 Год назад +1

    Thanks for posting this. I'm 65 years into my first playthrough in a while and I'm about to capture a habitat from an AI empire. That would have been quite a surprise if I hadn't seen this. Now I'm looking forward to playing around with it after I take it.

  • @boringnoninterestingname65
    @boringnoninterestingname65 Год назад +17

    Dang habitat spam was my go to for playing tall I don’t wanna change 😖

    • @tunencio7288
      @tunencio7288 Год назад +3

      I get you...void megacorp it´s the way but it´s better now because you have reduced alloy and influence cost

    • @sowiwiody3681
      @sowiwiody3681 10 месяцев назад

      I've purposely haven't updated my Stellaris since they've nerfed Neutron Launchers. Can't possibly be bothered to relearn the same game over and over again.

    • @Koyasi78
      @Koyasi78 8 месяцев назад +2

      ​@@sowiwiody3681 makes fleet combat more fun. And the new mechanics for the computer area really dynamic

  • @МихаСоколов-ъ2р
    @МихаСоколов-ъ2р Год назад +1

    Great video!!! But u forgot to mention that void dwellers origin no longer decrease your pop growth speed

  • @mattssheep4
    @mattssheep4 Год назад +1

    I've always enjoyed playing voiddwellers, but until now this weekend I've never been successful at it. Love the new habitat mechanics. Much more manageable than before. I'm now becoming the crisis.

  • @harvenkarr
    @harvenkarr Год назад +23

    I love the new habitat changes. It also beats having to go into an AI empire's territory and take over a half dozen habitats to secure a system for takeover. Montu, do you know if you might do a video about trade, trade protection and trade routing?

    • @justinsinke2088
      @justinsinke2088 Год назад

      I'll give you a tip when it comes to trade routing I found; once you have gateways or traversable wormholes in your system (essentially, any bypass route that's not a hyperlane), set your trade routes manually. Trade routes seem to prioritize using gateways (including the L-Gate) for some reason, even if it would make the route 10X longer (or more). I once had a system that was either 3-5 jumps from my capitol make a 70 system trade route because it used one of my gateways to go to one in another system across the galaxy and then hyperlane jump all the way back to the capitol. Even then, manually setting trade routes can be finicky, and it may take several experiments to find a point to point trade delivery between starbases to get to your capitol without the game wanting to take a ridiculously circuitous route.
      As for trade protection, outfit any starbases near your trade routes that aren't already designated with another use with as many hanger bays as will fit; they offer the best protection per module. And this protection can overlap between starbasses, so the tighter and more uniform you can make your trade routes, the better. Then, if you have the naval capacity and didn't get rid of your early corvette/destroyer fleets to make room for more cruisers and battleships, use those to patrol trade routes to additionally suppress piracy, as smaller ships both have higher piracy suppression and move faster between systems (though this might become less practical if you have the relays in every system as then the fleets might not spend enough time in a system to do much suppression while they're there). That also has the additional bonus of giving your admirals a slow trickle of XP while you're not at war.

    • @harvenkarr
      @harvenkarr Год назад

      @@justinsinke2088 Yeah I do most of that. Gateways often lead to economic collapse for me because it all shunts through the gateways and via alien empires and all my trade value gets siphoned off in their unprotected systems.
      Anyway, I asked if Montu might do a vid on it since there have been so many changes and I haven't found anyone else who gets as comprehensive as he does about Stellaris and its mechanics.

  • @Afro__Joe
    @Afro__Joe 10 месяцев назад

    That moment when you dont touch habitats for a loooong time and only just now discover they're different... thanks for this video.

  • @SOTurner
    @SOTurner Год назад +2

    Montu, if possible, in the near future add a mod list video, so many years in the game and It's very hard to find a video detailing some if any!

  • @xKernel_official
    @xKernel_official Год назад

    I really enjoy playing terravour with void born origin in 3.9, just consuming all planets and building habbitats - so satisfying.
    Also its worth mentioning that orbital build on strategic resource provide corresponding resource extractor job, which gives you 3+ resource without consuming minirals instead of 1.

  • @Easy2own
    @Easy2own Год назад

    Thx for that .Really never know how to spend my Influence , until i noticed wait the NPC built lots of them , but i didnt know the Potential what you can squeez out of them . Will test it in my next game .

  • @wrathofkorven
    @wrathofkorven Год назад +1

    Any ideas on how fortress stations have been affected?
    Loved the video, finally made everything make sense

  • @ingozuelcke
    @ingozuelcke Год назад

    Thx for the explanation…..it makes sense now to me. Good job explaining everything 😎

  • @st3ggo
    @st3ggo Год назад +13

    How do strategic resources work with habitats now? Are there any changes or does it just provide SR gatherer jobs like before?

    • @MontuPlays
      @MontuPlays  Год назад +15

      Exactly as before. But the VERY special resources like zro are just auto-gathered

  • @shinkicker404
    @shinkicker404 Год назад +1

    Seems like you need to get one of those foundry habitats up asap if you want to expand and have any navy at all. Far more so then a regular empire does with a flounders planet.

    • @JabberwockOclock
      @JabberwockOclock Год назад

      I suggest using the home system Habitat as the main foundry. The Void Dweller trinary system comes with 10 planets and the 3 stars, so it will typically be your biggest potential habitat unless you can find a trinary system which spawns with 11 planets, something which can spawn naturally.
      Something I'd like to try is to see if Crystalline Entity expansion can be exploited to create super sized Habitat systems. At the start of every decade, any system occupied by an original Crystalline fleet will spawned a neutral Cracked Crystalline Shard fleet that locks onto an unoccupied system with at least one asteroid. When it reaches an asteroid it converts it into a Shattered world and spawn a fleet of 9 Shardlings. What I want to know is if these Shattered worlds then count as planets for the purpose of making major orbitals.

  • @RobT192
    @RobT192 12 дней назад

    One of the best benefits of a Habitat is that the Zero G Research districts don't need a natural gas upkeep. So early game you are at a tech advantage and don't have to worry about using building slots for Research Lab's.

  • @Levin_sun
    @Levin_sun 5 месяцев назад

    I'm wandering around the old stations , especially in the origin , the very micromanagement at the start - there was not enough space and resources - it was incredibly atmospheric

  • @Ryusei1986
    @Ryusei1986 Год назад

    In my first game since the update, I got the Surveyor Relic, and I've been using it quite a bit, but it seems to always prioritize celestial bodies that have an Orbital.
    It became really obvious when I had literally only a single system with Habitat, and over 100 other systems.

    • @dyacktman
      @dyacktman Год назад +1

      Something is definitely wrong with the Surveyor. I just played a game without habitats where the surveyor kept adding deposits to Tiyana Vek - the system had almost 200 physics research coming out of just *one* of the research stations I had there. Tiyana Vek plus Surveyor became like having a virtual second science nexus that game.

  • @davidwoodmansee6233
    @davidwoodmansee6233 Год назад +3

    so, Ideally the Central Complex should be built around a planet without a mining/research deposit? then add orbitals over deposits? And, Long Live The Accords!!!!

    • @MontuPlays
      @MontuPlays  Год назад +8

      You still get the major orbital on the central habitat location! So it doesn't really matter where you put it!

    • @anonyme4881
      @anonyme4881 3 месяца назад

      Build where there is a deposit you get the major orbital for free its tons of time and 200 alloy for free

  • @Murasame13
    @Murasame13 5 месяцев назад

    8:10 Arc Furnace makes this even more crazy

  • @Maadhawk
    @Maadhawk Год назад

    So my question would be then, do they block you from placing research/mining stations around those orbital bodies in a system as well? On a certain level, I liked the appearance of lots of habitats spammed around a system. Made it feel more alive. But this, from the perspective of just trying to make them more management and CPU friendly, makes more sense. Essentially they have changed it so a single habitat now represents what was previously spammed habitats, reduces the number of new "planet" entries generated in save file, reduces the number of pop growth sources, reduces the total number of pops that are needed, reduces the number of additional construction queues that are generated and consolidates resource tracking from habitats in said system. They have done all this whilst doing what they can to ensure that the loss of habitat spam doesn't have a negative impact on the overall potential productivity a system might have.

  • @Gmandancer
    @Gmandancer Год назад

    Thank you for making this.

  • @plmokm33
    @plmokm33 Год назад +1

    I'm going to miss habitat spam so much, I used to finish entire games only having habitats in the Sol system. :(

  • @wyvernscale9634
    @wyvernscale9634 Год назад +1

    Honestly I'm really really disappointed that trade and entertainment districts are gone, they felt so unique and really meshed well with my empires, but now they're gone :( i almost just don't want to get the update because of that

  • @nilshopf4881
    @nilshopf4881 Год назад +6

    Huh. What about the rare ressurces, did those change?

    • @MontuPlays
      @MontuPlays  Год назад +4

      You just get the resource. However, if you put it over gas, motes or crystals you get the resource jobs!

    • @jameshildebrand907
      @jameshildebrand907 Год назад

      Do you mean you get the jobs _without_ having to build the special structures for it? To clarify, I mean the mote traps and other such structures.

    • @mezarisage6055
      @mezarisage6055 Год назад +4

      @@jameshildebrand907 Yup, the deposit gives you the jobs, no need to make the mine buildings.

    • @tri99er_
      @tri99er_ Год назад

      ​@@jameshildebrand907you get those jobs.

    • @jameshildebrand907
      @jameshildebrand907 Год назад

      @@mezarisage6055 That's actually nice to hear since building slots have always been a prime resource for habitats. 🤔

  • @ketsueko7498
    @ketsueko7498 Год назад

    I find it really good for rare ressource. You can boost anti mater, living metal and other rare ressources production with it

    • @michaelwheatley8394
      @michaelwheatley8394 Год назад

      Can you please elaborate on what it does to those special resurces?

    • @ketsueko7498
      @ketsueko7498 Год назад

      @@michaelwheatley8394 when a major/minor/central habitat is in orbit of a celestial body with rare material, it does:
      For gaz/rare crystal/ volatile mote: create an additional refinery job to produce this typical ressource
      For living metal: increase slightly the output (produce 1,5 instead of 1 for exemple)
      For antimatter: create more research district (I think)
      For zro (I don't know. I've never had zro deposit with habitat in orbit)

  • @emilemerian3740
    @emilemerian3740 Год назад

    I would love a planetary decision that would allow to convert a habitat's foundry districts slots into trade districts slots, given you have none of one type when you want to switch to the other

  • @jakegraham7265
    @jakegraham7265 Год назад

    I want to put Montu in a habit and save him like an endangered species.

  • @colecook834
    @colecook834 Год назад +1

    The surveyer would make this busted as hell. Would it work recursively

  • @isuckatusernames4297
    @isuckatusernames4297 Год назад

    in my endless modding obsession I managed to end up with a mod that merged this change with the regular habitat system. so now the central habitat has only acess to the 3 basic district types even if I use the major and minor orbital and regardless of where I build the central one.

  • @vainthatoneoverhere
    @vainthatoneoverhere Год назад +3

    Paradox did trade habitats dirty, didn't they?

    • @anthonyvandehey5553
      @anthonyvandehey5553 Год назад +1

      They just did trade dirty in general. I've liked the last few patches 3.6-3.8 a lot, but this one was overall disappointing

  • @alanna_weiss
    @alanna_weiss Год назад +3

    So what tier is Void Dwellers now in your opinion?

  • @Z0u1Th3Sl0w
    @Z0u1Th3Sl0w 7 месяцев назад

    A little late on this. But you cannot build an Orbital Ring around a planet if there is already a Minor or Major Orbital Habitat orbiting it. Learned that the hard way.

  • @mr.merlot
    @mr.merlot 2 месяца назад

    It no optimal but my favorite thing I have done with this is build around the great wound system It just looks hella cool and has no strategic value

  • @lordcaedus8713
    @lordcaedus8713 Год назад

    Aggressive empires are going to love this update! No more having to engage and defeat every single habitat to take the system!

  • @Ramschat
    @Ramschat Год назад +1

    Is it always 3 special districts per resource deposit? I wish it depended on the size of the deposit, that would make the spread of random space resources a lot more relevant in the midgame.

  • @pieterfaes6263
    @pieterfaes6263 Год назад +1

    This doesn't seem particularly strong, to be honest. At the point you get a habitat to be big and habitable enough you'll have spent a lot of alloys (In a large star system as in the video probably around 5-6k total, if there are no cost reductions). Ecumenopoli require time, but only minerals (and an AP/origin/luck). For three of those this totals for about 15-20k alloys.
    I don't see how in the currrent state Void Dwellers could be competitive with these mechanics.
    Also petition to add the mechanic for Trade Habitats to have +1 Trader per Major Habitat and +1 Clerk per Minor Habitat. (It would make for a cool Space Indonesia RP).

  • @Kristaliorn
    @Kristaliorn Год назад

    Just the video I searched for a week ago. :-)

  • @androzin
    @androzin Год назад

    Damn was kind of expecting a Void Dweller video

  • @gentleman_waffle
    @gentleman_waffle Год назад +1

    They took my trade and I am not okay

  • @stanmann356
    @stanmann356 Год назад +1

    Since you only get 3 mining/research slots for each resource no mater the level, what is the cutoff where you might be better off with regular stations instead of orbitals?

    • @MontuPlays
      @MontuPlays  Год назад

      Basically, never. Probably 70 or so science, 50+ minerals, 60+ energy
      Around that ballpark I would say!

    • @stanmann356
      @stanmann356 Год назад

      @@MontuPlays Thanks! I was specifically wondering about the 17/17/17 moon you get in the bonus system at the end of the Precursors story.

  • @felixschaffler1519
    @felixschaffler1519 Год назад

    You should have covered what that brings to the void dweller origin awell

  • @blueknight1706
    @blueknight1706 Год назад

    not me destroying all the minor/major orbitals after i integrated a vassal because i just thought it was some origin i didn't own that made these mining stations cost alloys

  • @isaacsayler2554
    @isaacsayler2554 Год назад

    We desperately need a way to automate the major and minor orbital construction. It's a huge pain in the ass to que everything up

  • @RandomGuy-qr5jw
    @RandomGuy-qr5jw Год назад

    You are one day late :'D Was frantically searching for info on this, but did not find any, so had to figure most of this out myself

  • @DarkVoid-gp6qq
    @DarkVoid-gp6qq Год назад +2

    I’m still waiting for Toxoids for Stellaris Console Edition😢

  • @hellsjudgement
    @hellsjudgement Год назад +1

    What about fortress habitats for choke points :(

  • @IXxCodyxXI
    @IXxCodyxXI Год назад

    This is amazing no longer do i need to micro like 5+ habs per system.

  • @seanjankowski9016
    @seanjankowski9016 Год назад

    So two options for me: 1) mineral/forge/energy habitats stacked with strongholds on chokepoints; and 2) research habitats in core systems. RIP trade

  • @stuartrusso6948
    @stuartrusso6948 Год назад

    Did a habitat run and around 2348 suddenly all my Tech/Mining/Energy districts disappeared and only had habitation and industrial districts which ruined the run completely. Wasn't sure if this relates to the upgrade to habitats I had just carried out or a game bug in general. Very frustrating after several hours of investment

  • @ShummaAwilum
    @ShummaAwilum Год назад

    Overlooked nerf to habitats is the reduced building slots available to use for strategic resource production.

  • @DzinkyDzink
    @DzinkyDzink Год назад +3

    Any tips to kickstart new habitat pop growth. It doesn't get colonists and therefore sucks at getting to the first 10 pops on its own. It also runs at low amenities while doing so.

    • @tunencio7288
      @tunencio7288 Год назад

      incubators race trait is good for void empires...you will need something to increase the growth in mid\late game though...merchant guilds or merchant tradition solve the amenities issue...somehow void\habitat always goes well with trade builds..if you don´t like trade, build a monument (cultural workers)

    • @lemn7254
      @lemn7254 Год назад +1

      slave market bots?

    • @tunencio7288
      @tunencio7288 Год назад

      @@lemn7254 yep, ciborg slave traders fan autoritharian with nihil...totally OP

    • @DzinkyDzink
      @DzinkyDzink Год назад

      @@tunencio7288 elaborate please

    • @tunencio7288
      @tunencio7288 Год назад

      @@DzinkyDzink you mran the second one right? fanathical autoritharian for ethics and the rest things that bolster trade...then you pick nihilistic adquisition as your first perk and start to abduct slave pops from other empires or primitives and finally you pick cyborg as your ascension path..is a no brainer

  • @ghostreader3692
    @ghostreader3692 10 месяцев назад +1

    So, is this guide already obsolete?
    I started a new game last week, and I've built a habitat. I got both techs listed in this video, but they have different descriptions. The increase districts by one apiece and unlock the upgrade for the government building, but nothing about upgrading the habitat itself.
    Is there some other tech I need, or can I just not upgrade past eight districts.

  • @oliversotir3914
    @oliversotir3914 Год назад +1

    So I kind of got the standard edition of the game for free recently, but I really am lost on "build paths" if you will.
    I choose UNE since it is the recommended starting race to learn the game and I´ve got the basics down of managing an empire, but despite having played a lot of RTS in my previous years, it is beyond me when it comes to for example district buildings and combining them with the proper structures on planets to generate maximum efficiency.
    Is there any guide I can watch that doesn´t require me to download 15 DLC packages?

    • @oliversotir3914
      @oliversotir3914 Год назад

      To add further salt to my embarassment, I keep getting outdone by the AI who are on Ensign difficulty, which is supposedly something between easy and normal (I usually play RTS at hard difficulty on my first playthroughs). If I had to pinpoint any other reasons apart from the one mentioned above, it would probably have to be early game system expansion and the allotment of resource management. I am skipping building a fleet almost altogether until I have somewhere around 20 systems and focus entirely on scouting and building up an economy.
      Have to say, I am loving the game so far but I am indeed lost in space, for the lack of a better word.

  • @estnight7723
    @estnight7723 Год назад

    didn't talk about traditions that effect habitats and I got a habitat to 33 districts don't know if it can get any bigger

  • @liquidcyanide8208
    @liquidcyanide8208 Год назад

    You didn’t mention voudborn perk or void dweller origins

  • @mazhiwezakizo3513
    @mazhiwezakizo3513 Год назад

    I haven't played in a hot minute, but i remember being able to make "Defensive" habitats that i could place in choke systems to slow or hold back an enemy invader. Is that gone now?

  • @Shadow.24772
    @Shadow.24772 Год назад

    Montu!~ you forgot to touch the rare resources!!~

  • @UnexpectedInquisition
    @UnexpectedInquisition Год назад

    This seems like its going to preclude building a fleet

  • @everbane3775
    @everbane3775 Год назад

    Now the devs just need to add a planetary decision to find and build more orbitals to reduce micromanaging.

  • @金宏-t9w
    @金宏-t9w Год назад

    I hope the ground combat rework system is coming soon.

  • @nesaonvelmont1335
    @nesaonvelmont1335 Год назад +3

    2 questions
    1. With a major orbital over a planet can an orbital ring still go on that planet?
    2. If you use a star as the central orbital can you still use the system for mega structures as well?

    • @Cevonis
      @Cevonis Год назад

      1. no.
      2. yes and no but there's a way around it restrictions.
      lets use a dyson sphere or matter decompresser as example. both cannot be built around systems with habitat planets./hab in it. so you must first start the megastructure where the construction ship has built the megastructure building site but it's not started building the first stage yet this lock the megastructure in. NOW you start building the hab complex(must be the central hab complex since you need to build that first). you don't need to wait for the construction ship to finish the hab to start upgrading the megastructure but if you start and accidently cancel the ship construction you lock yourself out of an orbital (since you will no longer be able to build around the dyson sphere and will have to build around a planet)
      For other mega structures you can actually build the mega or hab in any order (can't remember if mega shipyard has to be built first) and still build around the planet EXCEPT for the science nexus and I think the strategic coordination center, as those "occupy" the same space as the hab so you have to build the mega first then the hab/orbital. Matter decompressors have to be build first but after that you can build the hab any time over the black hole as long as the black hole is clickable.
      to clarify: dyson spheres are the only one that's finicky as it covers the star so you can't click on the star to start the hab construction so you must build the mega site first, build the hab, THEN upgrade the dysonsphere.
      Science Nexus and Stragetic Coordination Center must be built after the hab/orbital otherwise you can't build the hab/orbital.

    • @nesaonvelmont1335
      @nesaonvelmont1335 Год назад

      Thank you for the clarity! :)

  • @miroz0181
    @miroz0181 Год назад +3

    So how does this affect Void Dweller origin?

    • @iluvpandas2755
      @iluvpandas2755 Год назад +1

      VD is weaker than not having an origin. It’s main strength of being able to thrive with little territory was removed but it still has its debuffs from before.

    • @miroz0181
      @miroz0181 Год назад

      @@iluvpandas2755 damn
      Thanks for the info.
      I really liked VD because of the tiny but might play style