Building a Habitat In Stellaris


Habitats are built above planets that don’t have anomalies and are essentially planets of their own, although they are smaller and are meant to be permanently inhabited. They have districts similar to planets and can be given special designations that are also similar to planets.

Build a Habitat by selecting a construction ship, then click on the system you want to build it in for a detailed system view. In the list of orders for the Construction Ship click on the “Build Mega Structure” icon and select Habitat from the pop-up list. Locations where it can be built will have a greenish circle around them. Click on one of them and the Construction Ship will move there and build the habitat.

It costs 150 Influence and 1,500 Alloys to build a Habit and it takes 1,200 days to build it.

If you select a construction ship, select a system and order it to build a Habitat, it will go there but will stop once it gets there since no target location has been selected.

What Are The Stellaris Habitat Requirements?

To build a habitat you will need to research Orbital Habitats which appears in the Engineering branch of Research. You’ll also need the Utopia DLC to be able to build Habitats.

The requirement for where to build a Habitat is that they must be built at a planet that doesn’t have an anomaly that is within your empire.

A Habitat costs 150 Influence and 1,500 Alloys to build and it takes 1,200 days build.

How To Increase Stellaris Habitat Size

A Habitat can be upgraded twice which increases its size. The first upgrade is obtained through Habitat Expansion research. This is a rare technology in the Engineering branch so it can be difficult to get. Once completed it adds a Decision to your habitat to “Upgrade Habitat” and increase your District Slots from 4 to 6. All four district slots must be full before you can perform the upgrade. This upgrade decision costs 25 Influence, 1,000 alloys and it takes 720 to complete the upgrade.

The next upgrade is obtained through researching Advanced Space Habitation in the Engineering research branch and this is also a rare technology. When completed it adds another “Upgrade Habitat” Decision to the Habitat Decisions. It requires all 6 districts to be full and increases the District slots to 8. Before you can implement this Decision you will need to upgrade the Habitat Administration building to a Habitat Central Control if you haven’t already. You must have at least 10 pops in the Habitat before it can be upgraded to a Central Control. It costs 50 Influence and 1,500 Alloys to upgrade and takes 1,440 days to complete the upgrade.

How Many Habitats Can You Build In Stellaris?

The number is only limited by the number of planets you have in your empire and the resources you have to build them with. The number of Habitats you can build in a system is only limited by the number of planets in the system.

Stellaris Habitat Districts

Habitats vary based on the type of empire you’re playing. Humanoid empires get 4 district types to choose from, Habitation, Industrial, Trade and Leisure Districts.

Machine and Hive Mind empires only have a selection of 3 districts, Habitation, Reactor and Industrial.

All three empire types get an additional specialized district if the Habitat is built over a planet containing a mining, energy, or research resource.

Habitats also have their own special sets of designations and districts and only designations applying to Districts are listed.

Habitat Habitation District

Habitation Districts provide additional housing for your citizens, even if the living accommodations are a little sparse in amenities.

HumanoidMachineHive Mind
Time115138138
Mineral Costs450500500
Upkeep in Energy222
Additional Housing888
Additional Jobs022
Produces08 Amenities8 Amenities

Habitation Industrial District

Habitation Industrial Districts are similar to planetary Industrial districts, but they have the added advantage of working in a low gravity environment.

A Humanoid, Hive Mind or Machine empire Habitat with an Industrial Station designation increases build speed by 25% and Metallurgist and Artisan upkeep is reduced by 10%.

A Humanoid, Hive Mind or Foundry designation for a Habitat also increases Industrial District build speed by 25% and reduces Metallurgist upkeep by 20%.

A Humanoid empire’s Factory designation increases Industrial District build speed by 25% and reduces Artisan upkeep by 20%.

HumanoidMachineHive Mind
Time115138138
Mineral Costs450500500
Upkeep in Energy222
Additional Housing333
Additional Jobs222

Humanoid Habitat Trade, Leisure & Research Districts

The Human empires have Trade and Leisure districts, plus a specialty district like a Research District if a Habitat is built over a planet with a resource. Trading Districts provide a place for merchants to conduct trade and business, Leisure Districts provide the entertainment to keep your pops happy.

A Humanoid Leisure Station designation increases that district’s build speed by 25% plus it provides a bonus of 10% in Happiness.

A Humanoid Trade Station designation increases that district’s build speed by 25% plus the Station’s Trade Value goes up by 20%.

A Humanoid Research Station designation reduces that district’s build speed by 25% plus it provides a 10% boost in Researcher output.

TradeLeisureResearch (Specialty)
Time115115120
Mineral Costs450450450
Upkeep in Energy222
Additional Housing333
Additional Jobs433
Jobs Upkeep3 Consumer Goods6 Consumer Goods
Produces8 Amenities7 Unity30 Physics, Engineering & Society Research
20 Trade Value30 Amenities

Machine & Hive Mind Habitat Reactor & Auto-Mining Districts

Similar to Generator Districts on planets, these produce vast amounts of Energy for your empire. Hive Mind and Machine empires can also gain a Specialty District if a Habitat is built over a planet with a resource like Minerals.

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A Machine or Hive Mind empire with a Habitat having the Generator Station Colony Designation reduces build speed for that district by 25% plus it increases its Energy output by 10%.

Reactor (Machine)Reactor (Hive Mind)Auto-Mining (Specialty)
Time138138120
Mineral Costs500500500
Upkeep in Energy222
Additional Housing333
Additional Jobs344
Produces44 Energy42 Energy30 Minerals

Rich Gallien

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