How Do Habitats Work in Stellaris 3.9?

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  • Опубликовано: 7 сен 2024
  • 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!
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    Stellaris Version 3.9
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    And please comment with any feedback, any ideas or if you disagree!

Комментарии • 373

  • @robertalaverdov8147
    @robertalaverdov8147 11 месяцев назад +1051

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

    • @art-games6230
      @art-games6230 11 месяцев назад +29

      How long have you played this game for?

    • @robertalaverdov8147
      @robertalaverdov8147 11 месяцев назад +255

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

    • @art-games6230
      @art-games6230 11 месяцев назад +49

      @@robertalaverdov8147what the heck is vine?

    • @robertalaverdov8147
      @robertalaverdov8147 11 месяцев назад +2

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

    • @bizmasterTheSlav
      @bizmasterTheSlav 11 месяцев назад +116

      @@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 11 месяцев назад +380

    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 11 месяцев назад +11

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

    • @chrisschmidt2245
      @chrisschmidt2245 11 месяцев назад +31

      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 11 месяцев назад +367

    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 11 месяцев назад +23

      and now they just spam orbitals...

    • @bjorn00000
      @bjorn00000 11 месяцев назад +46

      @@Triumph633 Only one to invade

    • @grafeugenius
      @grafeugenius 11 месяцев назад +21

      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 11 месяцев назад +3

      @@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.

    • @Vasili350
      @Vasili350 11 месяцев назад +11

      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 11 месяцев назад +152

    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 11 месяцев назад +10

      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 11 месяцев назад +14

      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 11 месяцев назад +12

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

    • @Vaprous
      @Vaprous 11 месяцев назад +8

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

    • @dyacktman
      @dyacktman 11 месяцев назад +22

      @@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.

  • @diesisteinname2053
    @diesisteinname2053 11 месяцев назад +77

    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 11 месяцев назад

      Wow, that seems pretty good.

    • @Elyseon
      @Elyseon 11 месяцев назад

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

    • @arnoldsorrow2640
      @arnoldsorrow2640 11 месяцев назад +7

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

  • @ASNS117Zero
    @ASNS117Zero 11 месяцев назад +56

    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 11 месяцев назад +54

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

    • @J4MM1E2
      @J4MM1E2 11 месяцев 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 11 месяцев назад +2

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

    • @ASNS117Zero
      @ASNS117Zero 11 месяцев назад +3

      @@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 3 месяца назад

      @@ASNS117Zeroat that point Crisis is the Answer XD

  • @jameshildebrand907
    @jameshildebrand907 11 месяцев назад +53

  • @BugsydorPrime
    @BugsydorPrime 11 месяцев назад +42

    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.

  • @yzm2065
    @yzm2065 11 месяцев назад +160

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

  • @JAMBUILDER08
    @JAMBUILDER08 11 месяцев назад +25

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

  • @rogerkreutz1985
    @rogerkreutz1985 11 месяцев назад +69

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

  • @franckluciani9284
    @franckluciani9284 11 месяцев назад +13

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

  • @paulwayne8367
    @paulwayne8367 11 месяцев назад +19

    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 11 месяцев назад +1

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

    • @paulwayne8367
      @paulwayne8367 11 месяцев назад

      What if your doing Void Dweller@@art-games6230

  • @Ranto294
    @Ranto294 11 месяцев назад +7

    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 11 месяцев назад

      just investing into some pirate protection is a necessity anyways soooo

  • @martymartin5302
    @martymartin5302 11 месяцев назад +57

    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 11 месяцев назад +12

      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 11 месяцев 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 11 месяцев назад +7

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

    • @grafeugenius
      @grafeugenius 11 месяцев назад +4

      That's because rogue servitor is best Boi.

    • @toddoverholt4556
      @toddoverholt4556 11 месяцев назад

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

  • @curseofthefallen4941
    @curseofthefallen4941 11 месяцев назад +12

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

    • @davidshea6272
      @davidshea6272 11 месяцев 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.

  • @mariotcarreon
    @mariotcarreon 11 месяцев назад +4

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

    • @MontuPlays
      @MontuPlays  11 месяцев назад +1

      It was a labour of love

    • @mariotcarreon
      @mariotcarreon 11 месяцев назад

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

  • @bjorn00000
    @bjorn00000 11 месяцев назад +19

    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 11 месяцев 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 11 месяцев назад +2

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

  • @boringnoninterestingname65
    @boringnoninterestingname65 11 месяцев назад +13

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

    • @tunencio7288
      @tunencio7288 11 месяцев назад +1

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

    • @sowiwiody3681
      @sowiwiody3681 5 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 3 месяца назад +1

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

  • @mr.silver5476
    @mr.silver5476 11 месяцев назад +5

    @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.

  • @JoeCensored
    @JoeCensored 11 месяцев назад +15

    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 11 месяцев 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 11 месяцев назад +8

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

    • @plmokm33
      @plmokm33 11 месяцев назад +2

      @@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.

  • @Xabraxus
    @Xabraxus 11 месяцев назад +2

    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.

  • @Zathurious
    @Zathurious 11 месяцев назад +4

    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 7 месяцев назад

      Didn they lose district? Maybe for admin habitat?

  • @jaredh7706
    @jaredh7706 11 месяцев назад +3

    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 11 месяцев 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.

  • @sirvampier8356
    @sirvampier8356 11 месяцев назад +8

    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 11 месяцев назад +1

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

    • @sirvampier8356
      @sirvampier8356 11 месяцев 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 11 месяцев 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 11 месяцев 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.

  • @sharifabdelal4149
    @sharifabdelal4149 11 месяцев назад +8

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

  • @MadamLava094
    @MadamLava094 11 месяцев назад +4

    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

  • @michaelwheatley8394
    @michaelwheatley8394 11 месяцев назад +1

    @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.

  • @dragonbrother7831
    @dragonbrother7831 11 месяцев 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

  • @alexanderwilson2763
    @alexanderwilson2763 11 месяцев назад +21

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

  • @Levin_sun
    @Levin_sun Месяц 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

  • @harvenkarr
    @harvenkarr 11 месяцев 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 11 месяцев 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 11 месяцев 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.

  • @Kampski
    @Kampski 11 месяцев назад +9

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

    • @iluvpandas2755
      @iluvpandas2755 11 месяцев назад

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

  • @mattssheep4
    @mattssheep4 11 месяцев 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.

  • @13g0man
    @13g0man 11 месяцев назад +1

    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.

  • @purpledevilr7463
    @purpledevilr7463 11 месяцев назад +2

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

  • @xKernel_official
    @xKernel_official 11 месяцев 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.

  • @jsr9617
    @jsr9617 11 месяцев 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.

  • @Murasame13
    @Murasame13 13 дней назад

    8:10 Arc Furnace makes this even more crazy

  • @user-nc4qv8qw3h
    @user-nc4qv8qw3h 11 месяцев назад +1

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

  • @SOTurner
    @SOTurner 11 месяцев 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!

  • @wrathofkorven
    @wrathofkorven 11 месяцев назад +1

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

  • @randomcatontheinternet2771
    @randomcatontheinternet2771 5 месяцев назад +1

    Finally my colossus can finally get the holiday she deserved

  • @Easy2own
    @Easy2own 7 месяцев 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 .

  • @shinkicker404
    @shinkicker404 11 месяцев 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 11 месяцев 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.

  • @kettusnuhveli
    @kettusnuhveli 11 месяцев назад +3

    I see everybody claiming that this is a nerf to habitats but all I'm seeing is a massive buff, at least this seems much more fun way to play the voidborne origin than whatever we had previously!

    • @mathhews95
      @mathhews95 11 месяцев назад +4

      It's a nerf to trade builds and to pop growth, but makes it much less micro intensive, so I like this change

    • @tenaciousgamer6892
      @tenaciousgamer6892 11 месяцев назад +5

      Its a nerf to trade void dwellers, it also effectively removes much of the cool roleplay of space traders. I just wish you could get trade districts from trade deposits, and that you could designate a habitat as resort world which would bring back leisure districts and maybe trade for roleplaying a space casino. But other then those aspects I do agree.

    • @sincereflowers3218
      @sincereflowers3218 11 месяцев назад

      ​@@tenaciousgamer6892 I used to really loved playing my rogue servtitor build called "Party Droids" with habitats cause my trophies deserve never ending lituations.

    • @tunencio7288
      @tunencio7288 11 месяцев назад

      I agree with you...only meta cheaters will see this as a nerf

  • @Ryusei1986
    @Ryusei1986 11 месяцев 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 11 месяцев 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.

  • @ignisking759
    @ignisking759 11 месяцев назад

    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.

  • @mattwallace963
    @mattwallace963 10 месяцев назад

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

  • @wyvernscale9634
    @wyvernscale9634 11 месяцев 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

  • @st3ggo
    @st3ggo 11 месяцев 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  11 месяцев назад +15

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

  • @Z0u1Th3Sl0w
    @Z0u1Th3Sl0w 2 месяца 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.

  • @ingozuelcke
    @ingozuelcke 8 месяцев назад

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

  • @Maadhawk
    @Maadhawk 11 месяцев 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.

  • @ketsueko7498
    @ketsueko7498 11 месяцев 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 11 месяцев назад

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

    • @ketsueko7498
      @ketsueko7498 11 месяцев 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)

  • @isuckatusernames4297
    @isuckatusernames4297 11 месяцев 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.

  • @emilemerian3740
    @emilemerian3740 11 месяцев 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

  • @iHateHandlesGetRidOfThis
    @iHateHandlesGetRidOfThis 8 месяцев назад

    I'll figure out how to play this game, eventually... (I suck at specializing habitats & planets... i tend to get "scared" whenever i see a negative production number on a planet/habitat, and try to keep everything in the green.. which leads to me having zero specialization and maxing out at ~+200 in each resource besides research.)

  • @plmokm33
    @plmokm33 11 месяцев назад +1

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

  • @iluvpandas2755
    @iluvpandas2755 11 месяцев назад +6

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

  • @Afro__Joe
    @Afro__Joe 5 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.

  • @Gmandancer
    @Gmandancer 9 месяцев назад

    Thank you for making this.

  • @davidwoodmansee6233
    @davidwoodmansee6233 11 месяцев назад +1

    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  11 месяцев назад +3

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

  • @pieterfaes6263
    @pieterfaes6263 11 месяцев 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).

  • @blueknight1706
    @blueknight1706 9 месяцев 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

  • @androzin
    @androzin 11 месяцев назад

    Damn was kind of expecting a Void Dweller video

  • @YungR.J.Fischer
    @YungR.J.Fischer 6 месяцев назад

    nice vid i found this vid via google while i already subbed. im guessing its still super valid and update

    • @MontuPlays
      @MontuPlays  6 месяцев назад

      we're on patch 3.11 now. I don't think habitats have had any further updates

    • @DeepVeinThrombonus
      @DeepVeinThrombonus 5 месяцев назад +1

      @@MontuPlays For some reason, even after doing the research the expand habitat complex option doesn't show up in the decisions menu. There may have been UI changes if nothing else

  • @chickenmadness1732
    @chickenmadness1732 10 месяцев назад

    This is such a good change. Having a thousand habitats was tedious af as void dwellers.

  • @IXxCodyxXI
    @IXxCodyxXI 11 месяцев назад

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

  • @nilshopf4881
    @nilshopf4881 11 месяцев назад +6

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

    • @MontuPlays
      @MontuPlays  11 месяцев назад +4

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

    • @jameshildebrand907
      @jameshildebrand907 11 месяцев 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 11 месяцев назад +4

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

    • @tri99er_
      @tri99er_ 11 месяцев назад

      ​@@jameshildebrand907you get those jobs.

    • @jameshildebrand907
      @jameshildebrand907 11 месяцев назад

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

  • @RandomGuy-qr5jw
    @RandomGuy-qr5jw 11 месяцев 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

  • @lordcaedus8713
    @lordcaedus8713 11 месяцев назад

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

  • @seanjankowski9016
    @seanjankowski9016 11 месяцев 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

  • @felixschaffler1519
    @felixschaffler1519 11 месяцев назад

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

  • @Weska13
    @Weska13 11 месяцев назад

    I forgot many times the like button... time to do some clicks.
    I lost interest for the game for a long time and thanks both paradox with the new versions and your precious content, there's a lot a fun to play this game again.

  • @Ramschat
    @Ramschat 11 месяцев 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.

  • @Kristaliorn
    @Kristaliorn 11 месяцев назад

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

  • @ShummaAwilum
    @ShummaAwilum 11 месяцев назад

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

  • @DarkVoid-gp6qq
    @DarkVoid-gp6qq 11 месяцев назад +2

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

  • @alanna_weiss
    @alanna_weiss 11 месяцев назад +3

    So what tier is Void Dwellers now in your opinion?

  • @joskarifinaukr6503
    @joskarifinaukr6503 6 месяцев назад

    Ah, I was wondering where my other two starting habitats went. I thought I had gotten a corrupted copy from the high seas. Turns out I'm just a little 'tarded.

  • @nesaonvelmont1335
    @nesaonvelmont1335 11 месяцев 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 11 месяцев 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 11 месяцев назад

      Thank you for the clarity! :)

  • @Shadow.24772
    @Shadow.24772 11 месяцев назад

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

  • @poilboiler
    @poilboiler 11 месяцев назад +3

    They removed entertainment districts? That's so boring, I liked making leisure habitats. :(
    Also you forgot the production building thing on the foundry habitat, it provides +15% production to alloys and consumer goods.

    • @schroecat1
      @schroecat1 11 месяцев назад +1

      The Ministry of Production. It also adds a Politician job, which is handy.

  • @isaacsayler2554
    @isaacsayler2554 11 месяцев 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

  • @ze2492
    @ze2492 11 месяцев назад

    My one tile Void Dweller trade empire...Gone...awww man

  • @jakegraham7265
    @jakegraham7265 10 месяцев назад

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

  • @MRDRK1
    @MRDRK1 11 месяцев назад

    The update will cut down on empire pop size, which means less lag in late game. I'll buy that for a dollar.

  • @user-ml1ow7nk8i
    @user-ml1ow7nk8i 11 месяцев назад

    I hope the ground combat rework system is coming soon.

  • @TheDrexxus
    @TheDrexxus 11 месяцев назад

    Damn.
    I didn't like having to make a bajillion habitats as void dwellers, but I loved making them all trade based. I also dislike how instead of having 8 resource districts for each deposit, now you only get 3... What a ripoff.
    Habitats needed some changes to reduce lag and tedium, but their solution was to just make them completely unattractive to deal with.
    I think with all these changes, I might just go shattered ring + food -> Alloy civic

  • @grafeugenius
    @grafeugenius 11 месяцев назад

    I cry everytiem I member the loss of trade habitat

  • @TekGriffon
    @TekGriffon 11 месяцев назад

    Isn't this going to completely gut the ability of void dwellers to keep up on research? Sure, sometimes you get lucky and have a fair few research resources on major planetary bodies, but most of the time they're on minor planetary bodies. So now instead of getting 2-3 dedicated research habitats, we're getting 2-3 "major orbitals" with 3 research districts apiece. And with the new centralized habitat system it's not like they can make up the difference with technocracy and science directors either.

  • @ThelordHayden34
    @ThelordHayden34 11 месяцев назад +1

    Sad about habitat spam loss…no more one system challenges.

  • @colecook834
    @colecook834 11 месяцев назад +1

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

  • @spikeX59
    @spikeX59 11 месяцев назад

    Wasn't there a mechanic built into void dwellers start which enabled your specialized resources buildings (I.e. mining, food, generators, alloys and c.g.) to give the bonus which you would normally get from orbital rings?
    I may be mistaken but if not did they patch it out?

  • @vainthatoneoverhere
    @vainthatoneoverhere 11 месяцев назад +3

    Paradox did trade habitats dirty, didn't they?

    • @anthonyvandehey5553
      @anthonyvandehey5553 11 месяцев 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

  • @tehanua4383
    @tehanua4383 11 месяцев назад

    Stellaris has one meta. Robots. That's it. Robots. I've played 19 multiplayer games the last 4 weeks, and one of us with robots ALWAYS ends up ahead. They scale power extremely fast, which lets them subjugate for basically free because of balance of power. Once they subjugate one ai, your resources go crazy because of ai cheats, and then it's just a matter of grabbing up one ai after another. Unless you get fucked early on expansion, robots win.

  • @liquidcyanide8208
    @liquidcyanide8208 10 месяцев назад

    You didn’t mention voudborn perk or void dweller origins

  • @briankearney5994
    @briankearney5994 11 месяцев назад

    I wonder how crazy knights of the toxic god is now?

  • @Gilgwathir
    @Gilgwathir 3 месяца назад

    Do Major Orbitals count as Mining Stations, and are thus boosted by Arc Furnace? If yes, that would be rather broken 😂