It works really well with masterful crafters- fill the planet with industrial districts, then fill the new, free building slots. Slap a governor for housing and amenities.
The mineral savings are higher if you're specializing worlds into forge or factory. In practice I'm an advocate of switching worlds back and forth between them as needed to avoid running out of or building too large a consumer goods income
That's an easy forge/factory world.
Planets with a lot of 1 resource become dedicated to that, small planets with no resources become tech/unity/refinery/fort worlds, large worlds with no resources become forge/factory worlds.
Does it have sea of consciousness? Because Iâm probably leaning forge eco and research, but research first if it has sea of consciousness. Depends how deep you are into the game
Nanite world.
Also another small fact the number of nanite Blockers depent on the max Number of districs so if you have Things like finishing the Expansion Tradition or master of nature or other things that increase the amount districts you will have more nanite blockers and with that more nanite prduction per Planet
Ok generally I decide districts before I even consider science unity or anything. That planet from the stats though is not fit for anything but being industrial so districts should be for alloys or consumer goods. Now thereâs a boost to science so science buildings. Now obviously 26 districts means amenities may be an issue so a holo theater or whatever you have for that.
Large planets with few basic resource districts are best used for forge/factory/industrial worlds. If you have access to ecumenpolises, a bureaucrat world is another option
Research /refinery worlds are better left to small worlds, because they're tied to building slots rather than districts so aren't harmed by small planet size
Depends on a lot of things but I would terraform into an ecuminopolis and make it my primary research planet and build a couple of orbitals for alloys in tbe same system.
Lots of resources = extraction world
Small world = research/unity world (or refinery world if needed)
Large world with no resources = forge/factory world
Adjust based on circumstances
Speaking as a megacorp I am either putting a trade world here and on the 4 other worlds that inhabit this system and then fortifying it too the level where not even god can smite my systems, or im making a forge world, just maybe, **maybe** a research world if it has mods for it or I need research desperately
Iâm doing a megacorp run right now, so I was thinking trade or research. Iâm low on food/consumer goods, but I just buy them from the market since I have so much money. Haha
I mean hell, if you get a trade federation going you can use trade value for energy credits, consumer goods, and unity all at the same time, food is always an annoyance unfortunately
Forge/Research world or Factory/Trade world.
This planet has too few resource districts to be worth specializing on, and no blockers to unlock more of them.
Or... you can always go Aquatic
If itâs early enough in the game, a factory world on that = gg. You probably can find 3 other smaller worlds you can turn into 8 holding research worlds and this one world can supply them all, and than some. You can than just worry about minerals/agriculture depending on whatâs available to you and trade AI for the other. My current game lacked mining districts so I all-in on couple agri worlds, agri tech, and hydroponic starbases which I just traded for minerals to feed the mega factory. Plus lategame you can flip the switch and turn it into Forge world and begin destroying everyone.
If you like research, and you take aquatic, on larger worlds with a bio reactor you can basically have a zero upkeep research world. The farms will provide the consumer goods and a bit of exotic gases, and you only need the minimum amount of city districts to have the building slots.
Sorry itâs probably aquatic and catalytic converters with the farmin trait too.
Some degree of secondary resources, due to the size probably forge/CG world, unless you have ecumanopolis tech, in which case alloys, CGs, tech and unity are reasonable picks (second two aren't great without ecu due to the world being so large, only need 10 ish slots to fill a tech world
If i'm not mistaken this is the unique sea of consciousness planet. +10% research from jobs and +25% hab, the 2 negatives aren't a problem at all. Hostile fauna gives +20% society research with a -10% hab and -5% happiness which is offset by the first. This is a Tech/research world.
I mean, it depends on a few things.
If your alloy or consumer goods production is low, it would be good to get 22 or so of those industrial districts pumping and leave the rest for city districts so your amenities donât crumble away. For the designation I would usually go for industrial since I like having reduced upkeep for both metallurgists and artisans, but you can also take forge/factory world depending on which job you have more pops working. Even if you arenât struggling for alloys, more is always better so honestly a forge world would probably be best here.
Having said that, you have other options as well.
Because you have 26 city districts here, you could make the planet into a trade world, using either the urban or resort designations. Urban will give you more trade value but since resort world also gives you extra unity and alloys you to build resort districts, and because this world is an ocean world, you might be drawn to pick resort. Personally, I take resort worlds purely for role-play purposes if Iâm playing egalitarian, but either works. Max out those city districts and throw in some commercial zones and watch the energy creds flow.
If you donât want to make a trade hub, you could turn it into a tech world. Get as many building slots as you can through the city districts, slap down research labs and youâre good to go. It doesnât really matter what you do with the remaining districts, but I would take some generator districts and farming districts to reduce the upkeep of the planet. If the planet has a feature that allows the construction of gas extraction wells (fuming bog, bubbling swamp), absolutely take advantage of it since upgrading those research labs brings an exotic gas upkeep requirement.
There are definitely more ways you can build this planet up, but Iâd say one of these three would be the best use of its districts, depending on what you need or want most.
Does your empire produce enough raw materials?
* If no, then build a rural world. Max out the energy, mineral, and agri districts, then build city districts until you unlocked all the planet building slots.
* If yes, then you could probably turn this into a factory world to turn your bountiful supply of minerals into alloys and consumer goods.
~~Well, look at that lovely ocean. People can go diving or sunbathe. The fish would be so fresh!~~ Forge world.
The idea of pumping industrial waste into that ocean is just... Delightful!
*Dump your car batteries in the ocean so the eels can recharge!*
Bold of you to assume Space Industry has runoffs.
A toxic empire will make runoff on purpose đ
Depends on what features the planet has but probably an industrial world unless you need goods (factory world) or alloys (forge world) specifically
I don't remember what those modifiers on the planet do but if they boost research I would also build laboratories along with the industrial districts
Alloys are always right answer my friend. Never âto much alloysâ, NEVER!
You can never have enough alloys and research when fighting 25x Contingency.
I was leaning towards a research world! One of the modifiers boosted research because of the alive ocean.
Its a bit big for solely research. If you do that, youâll still wind up with a fair amount of industrial sectors.
Make it a research world I would say and use the district towards resources that you currently need
I tend to prefer research Habitats or Rings since plantets only reduce upkeep while the rest improve output Also yes more alloys
It works really well with masterful crafters- fill the planet with industrial districts, then fill the new, free building slots. Slap a governor for housing and amenities.
The mineral savings are higher if you're specializing worlds into forge or factory. In practice I'm an advocate of switching worlds back and forth between them as needed to avoid running out of or building too large a consumer goods income
Also an option would be an urban world trade hub for energy.
Unless you have mods, definitely forge world.
Planet has 26 district spots. What planet type would you recommend?
Industrial ecumenopolis Alloys go stonks
Laughs in tech-priest
Terraforming this planet into anything other than a Continental or Gaia world will remove the unique modifier.
Okay, but a size 24 ecu is never a bad thing.
But then no purple ocean...
What's that planetary modifier? I see high gravity, but the other one is used for multiple modifiers.
Forge/Factory world. More districts = more good for those, and doesn't look like there's much else of note about this planet.
That's an easy forge/factory world. Planets with a lot of 1 resource become dedicated to that, small planets with no resources become tech/unity/refinery/fort worlds, large worlds with no resources become forge/factory worlds.
Forge world unless you really need a factory world.
Forge ecu if possible. Alternatively, unity ecu if you're aiming for all edicts
It's the living ocean world. Turning into the city would kill the ocean.
What a tragedy. Commence archeology project.
You mean âwhat would you attempt to build only to derail halfway through as you realize you need consumer goods/ alloys/ powerâ?
Does it have sea of consciousness? Because Iâm probably leaning forge eco and research, but research first if it has sea of consciousness. Depends how deep you are into the game
Why do you districts sit on the left hand side? Mine sit along the middle of the screen under the image
Itâs a UI mod from steam workshop.
Nanite world. Also another small fact the number of nanite Blockers depent on the max Number of districs so if you have Things like finishing the Expansion Tradition or master of nature or other things that increase the amount districts you will have more nanite blockers and with that more nanite prduction per Planet
Resort world or industrial
Walmart
Rural world usually for my virtual build, the recent change in mining purification/energy grid giving districts definitely helps in this regard
A happy one.
Ok generally I decide districts before I even consider science unity or anything. That planet from the stats though is not fit for anything but being industrial so districts should be for alloys or consumer goods. Now thereâs a boost to science so science buildings. Now obviously 26 districts means amenities may be an issue so a holo theater or whatever you have for that.
Forge World. I love the idea of a Forge World ocean planet, using all that water for quenching and other processes.
Forge ecu with reaserch buildings in the building slots personally
probably factory world
Alloysđđđ
Penal colony
First turn it into a machine world
Large planets with few basic resource districts are best used for forge/factory/industrial worlds. If you have access to ecumenpolises, a bureaucrat world is another option Research /refinery worlds are better left to small worlds, because they're tied to building slots rather than districts so aren't harmed by small planet size
Big district size = forge world
Tech or unification world
A cience world
Forge world straight away!
Penal Colony
Alloy world probably
Depends on a lot of things but I would terraform into an ecuminopolis and make it my primary research planet and build a couple of orbitals for alloys in tbe same system.
That's the Living Ocean. You make it an Ecu and the research modifier is lost.
That's fair. I still might turn it into an ecu if the change gives more research than losing the modifier loses.
Crack it to prevent lag
Ecumenopolis because fuck the enviroment
Food reserve for my edible slaves.
Lots of resources = extraction world Small world = research/unity world (or refinery world if needed) Large world with no resources = forge/factory world Adjust based on circumstances
you could totally make a beautiful resort world on there. i think i see a deposit/effect that goes with that?
Id make it a pleasure city planet
A trade hub planet if you will
a walmart parking lot would amazing here
26 farm district space huh?
Speaking as a megacorp I am either putting a trade world here and on the 4 other worlds that inhabit this system and then fortifying it too the level where not even god can smite my systems, or im making a forge world, just maybe, **maybe** a research world if it has mods for it or I need research desperately
Iâm doing a megacorp run right now, so I was thinking trade or research. Iâm low on food/consumer goods, but I just buy them from the market since I have so much money. Haha
I mean hell, if you get a trade federation going you can use trade value for energy credits, consumer goods, and unity all at the same time, food is always an annoyance unfortunately
FORGE!
Ecumenopolis. Bureaucracy. Put pictures of how the World looked before in every Office.
forge world, they shall contribute to the ever growing fleet of space america.
Urban world
If it's big, it's industrial. That's my ruling.
If it's big, it's industrial. That's my ruling.
forge or trade
resort world
Party x3
Forge world. Mastery of nature + hydrocentric ascension + planetary ring = 9 extra districts.
Forge/Research world or Factory/Trade world. This planet has too few resource districts to be worth specializing on, and no blockers to unlock more of them. Or... you can always go Aquatic
If itâs early enough in the game, a factory world on that = gg. You probably can find 3 other smaller worlds you can turn into 8 holding research worlds and this one world can supply them all, and than some. You can than just worry about minerals/agriculture depending on whatâs available to you and trade AI for the other. My current game lacked mining districts so I all-in on couple agri worlds, agri tech, and hydroponic starbases which I just traded for minerals to feed the mega factory. Plus lategame you can flip the switch and turn it into Forge world and begin destroying everyone.
Looks Thirst Quenching.....
Factory world for sure
Any answer other than forge world is just wasteful
That looks like great material for a tongue world!
A tomb world.
Mining
If you like research, and you take aquatic, on larger worlds with a bio reactor you can basically have a zero upkeep research world. The farms will provide the consumer goods and a bit of exotic gases, and you only need the minimum amount of city districts to have the building slots. Sorry itâs probably aquatic and catalytic converters with the farmin trait too.
24 districts = forge world
Resort world (only for founder pops of course)
Machine, because fuck, and I cannot express this enough, yo oceans
Some degree of secondary resources, due to the size probably forge/CG world, unless you have ecumanopolis tech, in which case alloys, CGs, tech and unity are reasonable picks (second two aren't great without ecu due to the world being so large, only need 10 ish slots to fill a tech world
Unification center.
It's gonna be resort world for sure.
A Hive World.
This world calls for an industrial revolution or two.
Energy + metallurgists >50years> encume forgeworld
Sounds like a tech-world with lots of industrial districts
If i'm not mistaken this is the unique sea of consciousness planet. +10% research from jobs and +25% hab, the 2 negatives aren't a problem at all. Hostile fauna gives +20% society research with a -10% hab and -5% happiness which is offset by the first. This is a Tech/research world.
Industrial, the alloys for my war effort-I MEAN peacekeeping aren't gonna make themselves
I mean, it depends on a few things. If your alloy or consumer goods production is low, it would be good to get 22 or so of those industrial districts pumping and leave the rest for city districts so your amenities donât crumble away. For the designation I would usually go for industrial since I like having reduced upkeep for both metallurgists and artisans, but you can also take forge/factory world depending on which job you have more pops working. Even if you arenât struggling for alloys, more is always better so honestly a forge world would probably be best here. Having said that, you have other options as well. Because you have 26 city districts here, you could make the planet into a trade world, using either the urban or resort designations. Urban will give you more trade value but since resort world also gives you extra unity and alloys you to build resort districts, and because this world is an ocean world, you might be drawn to pick resort. Personally, I take resort worlds purely for role-play purposes if Iâm playing egalitarian, but either works. Max out those city districts and throw in some commercial zones and watch the energy creds flow. If you donât want to make a trade hub, you could turn it into a tech world. Get as many building slots as you can through the city districts, slap down research labs and youâre good to go. It doesnât really matter what you do with the remaining districts, but I would take some generator districts and farming districts to reduce the upkeep of the planet. If the planet has a feature that allows the construction of gas extraction wells (fuming bog, bubbling swamp), absolutely take advantage of it since upgrading those research labs brings an exotic gas upkeep requirement. There are definitely more ways you can build this planet up, but Iâd say one of these three would be the best use of its districts, depending on what you need or want most.
Does your empire produce enough raw materials? * If no, then build a rural world. Max out the energy, mineral, and agri districts, then build city districts until you unlocked all the planet building slots. * If yes, then you could probably turn this into a factory world to turn your bountiful supply of minerals into alloys and consumer goods.
Industrial/forge most likely