![]() Both approaches can get very heavy on micromanagement and take a lot of time, especially when you're dealing with an AI opponent with lots of territory. ![]() They can bombard or assault each individual habitat or use the Colossus ship to destroy them. Worse yet, since they behave like planets, this means that players have a limited set of tools to deal with them. Having the AI build habitats without abandon adds more entities to the galaxy map. Simulating everything naturally takes a toll on players' hardware. Its sci-fi grand strategy game can host several players whose empires inevitably grow alongside various other more or less neutral parties. Stellaris' late-game performance has been an issue developer Paradox has wrestled with since launch. ![]() AI doesn't care about lag or micromanaging." They generate more pops, and as we all know, pops are king. User Black-Sam-Bellamy chimed in by noting that "there's no downside (from the AI point of view) to having as many habitats as possible. "I wouldn't be so mad if they knew how to identify chokepoints, but still, there really should be an option to just turn them off maybe in exchange of (sic!) setting up the difficulty a little bit." Watch my performance slowly drop from a cliff and having to endure 60-years long wars just because the AI can't stop spamming goddamned fortress habitats in nonsensical systems," Reddit user Palbane343 wrote in a thread that's received a good amount of attention from the game's community. But as much as tools enabling different playstyles are always welcome, the AI's tendency to build lots of habitats has been creating a series of problems for players, ranging from deteriorating performance to forcing them into repeatedly waging long wars. ![]()
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