Stellaris 2.7 - Habitat Mechanics (Everything You Ever Wanted To Know)

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habitats at least as they were introduced in utopia were a diamond that was just bound and clawed out of the earth a rough diamond but a diamond nonetheless then later on in apocalypse they were overhauled and they were not all that great but now as of federation's the 2.6 update there has been a significant overhaul to polish that diamond and carving it into the beautiful gem that it is today yes we're going to be talking about the wonders of habitats and how do they work what do they do and how can you use them well first of all habitats come in several flavors three flavors eggs to be exact and that is their base their middle and their advanced here at their base version we can take a quick look here at some of our setups here is the size for habitat now size four habitats are basically the initial stage it allows for four districts to be built on said habitat and that may seem like a lot however due to the style of habitats that you can build you may be left in the dust and i will illustrate as such because mostly the habitats within the um well the districts at least within the habitats are a little bit curious you have your standard habitation district unlike normal planetary habitation districts they don't come with clerks but they do have some upkeep at least you know they do get a couple of bonuses only if you have robots then you have the joys of maintenance drones the standard trade district which gives you plus five clerks but only plus three housing than the leisure district which gives you plus three housing but a whole bunch of workers and especially if you're a rogue servitor it can cause serious problems because well it um it generates a whole bunch of bio trophies which can be a problem once again due to the housing then if you build your habitat over a mineral patch you will get the astro mining bay which generates three housing but also three workers unless you are hive minded you get plus four and then there's the reactor districts which gives you once again three housing and also three workers and research district which is three housing and all again three workers now you may have also immediately identified a big problem here and that is the general issue with habitats which is housing if we have a quick look here at some of our habitats here you can see that we have 30 housing here but it's all coming from our habitats we have from our districts even we've got 32 housing units here and that is all coming from our districts and maybe a little bit of a dash here from our central habitat control center getting those habitation districts up and running and balancing them properly with your remaining districts is rather important in this particular example for instance we have only three districts but if we go to another one say this one over here we also have the reactor districts and that's only the case here because we've built our habitat over a energy patch which is down on this planet as mentioned before we can do the same thing with our astro mining bays and we can put a habitat over minerals and the same for research if you have any of our standard research items or the dark matter or any of the other special resources we can get research out of them now why would you build habitats to begin with it is all about optimizing the amount of resources that you can get from space i'll give you an example here let's say that we are in this system over here as you can see we have 10 minerals being generated by this particular outcrop 10.2 even that's a reasonable amount of minerals however if we find ourselves a nice little mining station over here you'll see that we are generating 137 minerals from this station and that is only because we are generating the magnificent 12 minerals from those astro mining bays plus a couple of additional bones because of the mineral mineral purification plants if we go into our population even and we take a look at our other workers here as you can see all of our workers are generating massive amounts of productivity and once again it's all about optimizing your available resources in space and in addition to that every single habitat is a growth point where your pups can grow if you go for instance towards this place you will see that we have a lack of housing and a lot of pops available and they'll be starting to move around and this particular one for instance is based around research very important however like i mentioned the habitats do come in several tiers once you've got the technology to upgrade them or if you've decided to go for the voidburborn ascension perk which personally if you are gonna go habitats is a must have because well it gives you additional building slots on your planets which you can then use to say build things like a food base if you don't go for any planets for instance or mineral production bays or alloy production base or even science based etc getting voidborn is really really important if you are going to go down with habitats especially with the habitability bonus very very nice to be aware that if you don't have utopia or federations you will not have access to this or habitats in general so how do you even get habitats well it's actually relatively straightforward all we have to do is go into our tech tree go to our research items here and what we need to do is is we need to get access to the third tier of starbase which is the star hold which comes in relatively early in the game if we quickly scroll down here there it is star hold it's one of the first texts in the game that you can get you can use this to basically line yourself into habitats how do you do that well you just make sure that you have the right type of scientist available hopefully you've got yourself a voidcraft engineer available because then you will be able to select more void craft technologies in the future a scientist that has applied to their science role will most likely research the technologies that are within their group early technologies will become available that are within their group so it's really important early on if you want to go for habitats that you have in fact a voidcraft scientist available fairly early so that you can be lying towards set technology base in addition voidcrafts in general are available relatively early on usually around your second tradition your first tradition here will most likely be a technological ascendancy followed by voidborn in this particular case but yeah you can beeline that technology relatively quickly let's talk about cost though building a habitat is pretty expensive if we go in here it's 150 influence and 1500 alloys and that can be pretty expensive especially in the early game so working with habitats really requires you to have a very very strong alloy economy and not really expanding all that much because you're going to run into problems mainly because every single system you expand into is going to have a alloy cost as well as an influence cost and that alloy cost of course can really hold you back if you go way too wide then you won't have the alloys to do anything with your particular resources so when you go alloys early on you may want to kind of slow down your expansion speed a little bit because well not having always available to yourself is going to be a real problem once again so yeah habitats they are incredibly powerful should you build them absolutely if you can the more places you can build um new pups it's amazing you can specialize your resources quite effectively and especially if you don't have that many planets available it gives you a great way to protect for instance choke notes so for instance if we go into this system over here this has a little choke node inside of it as you can see on the map there's only one way into the system and then we have got this little bad boy over here which is in fact a fortress station what that means is is that we can fill up this entire thing with fortresses and the ai or whoever is attacking you will have a difficult time trying to get through there unless of course they've got jump drive and they can just jump over it but if you have a fortress station a properly set up water station if i can quickly find one here in my list because i do have quite a bunch of them now there you go so if we go to our armies here as you can see we have 3 400 um soldiers on this par on this place all by itself it's going to be incredibly difficult to take there's a dyson sphere in here but nobody will be able to take over the system until they have cracked the hypothetical place here and in addition additional armies and fortresses and stuff like that do increase naval capacity by a rather significant amount so that's another vector that you can think of if you are running into problems trying to expand your fleet power because you don't really have enough space to put anchorages or you just simply don't have the capacity build more anchorages building habitats is a great way to boost your fleet power or at least your fleet capacity you're still going to need to build those ships but yeah having the capacity for them is really really good so let's quickly recap habitats how do you get them just get yourself in the star holds and keep researching down that voidcraft line get yourself the ascension perk when necessary gather yourselves 150 influence as well as 1500 alloys and just slap them down i would highly recommend slapping them down immediately on a science tile because your signs will grow exponentially of course if you need the minerals or energy those are good options as well it really depends on what you need at the moment but still science is definitely the way they go for very fast teching in this particular case but keep an eye on all of your habitats in terms of population you will need the void-borne ascension perk not only so that you can put additional buildings on there but also that you can expand your habitation because and this is something i didn't cover earlier on um you can then build paradise domes on your on your habitats which will increase the housing by almost as much as one district which is normally plus eight and with paradise domes it's plus seven very very nice and very very good to have also the amenities bonus is really nice to have from that moment onwards it's really your oyster continue to expand down the tech line getting more and more habitat technology if you have gone down the voidborne path with the ascension perk you will automatically unlock the ability to get the next habitation tier already at least in terms of technology which is really really nice and then if you get master builders on top of that you can just spam habitats pretty much everywhere and keep growing until you have so many pups you don't know what to do with them i hope this video was useful to you and that you've learned something today because habitats are something well is something that should be used more by more players make sure you get utopia it is one of the better expansions of course if you're playing with void dwellers and federations you already have access to them so it is good fun but yeah habitats go try them out they are good fun in the meantime though if you have any other questions feel free to leave them down in the comments below and of course there's these nice little videos on your screen right now that you can go and check out i've selected them just for you just so that you can learn more about the game as well which is you know nice thank you so much for my patrons as well for making this video possible and until next time make sure you take good care of yourselves and as always build those habitats
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Channel: ASpec
Views: 108,475
Rating: undefined out of 5
Keywords: Stellaris, Mechanics, Habitats, Habitat, Voidborne, Void Dweller, ASpec, A_Spec, Pops, Districts, Ascension Perks, Gameplay, How to, Overview, Tutorial, orbital, o'neill cylinder
Id: 5-NQ-PlxcNE
Channel Id: undefined
Length: 12min 9sec (729 seconds)
Published: Tue Jul 14 2020
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