Best Specialized Planet Resource Setup?

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Pizzarugi

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This question applies to both 1.4 and 1.5.

I did a few google searches for the answer prior to making this thread, but I'm either asking the wrong questions or nobody has asked this before.

When I build core sector planets, I specialize them for 1 specific resource. One is entirely energy, one is mineral, etc. Trouble is, when you factor in things like adjacency bonuses, that adds another element into your construction setup that I might not fully understand. I've been winging it since I started playing the game using what I've learned so far.

Therein lies my question: How do you guys normally build your planets for resources? Any tips and advice you might recommend?

If it's worth noting, I normally use mods like AlphaMod and Stellar Expansion for additional structures and bonuses to existing ones. For the sake of the question, exclude them and base the buildings on vanilla. This is to also help me when Utopia and 1.5 releases and these mods will be unusable until they get updated.
 

Sheriff Godwin Law

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As a rule of thumb, I only specialize a planet if it has at least 19 tiles. Any less and I'd have to calculate whether tile bonuses were significant enough to make it worth my while...

Past that, adjacency bonuses get you maximum return so long as you place them in a tile that has 4 adjacent squares. And obviously the system only works if you stack percentage multipliers.
 

The Founder

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I mostly Specialise Sectors. I usually base that on the population living there. The Governor Traits can realy have a strong effect on a whole sector, in paticular Intellectual.
I do not go to the "ignore tile yields" level normally.

Lategame Core Worlds can make excellent energy farms. And energy tends to be more of an issue by then, in particular during wartime.

1.5 will add new levels/degrees of specialsiation thanks to Galactic Food and species right slavery, wich finally will allow sectors to properly use slaves (by no longer having to decide who is slave).
 

tobias.mb

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Totally specialised planets is usually only a good idea, if that planet comes with a modifier, or you have created a super-specialised species. (e.g. +25% minerals modifier would be the same as having +1 minerals on every tile)
In the early game specialising planets is a bad idea, since low level buildings profit less from planet modifiers. Usually it is better to follow the tile resources until you get max. lvl. power plant and mines.
Only Planet Capital and Mineral Depot have adjacencies. But the Depot is never worth building (unless you actually want to store minerals). For the Capital ideally you want it on a food tile (or minerals & food mixed) with 4 neighbour tiles, which all don't have science.

I usually follow the tile resources and use empty tiles and excess food to balance my economy. Even if the planet has a modifer I often do the same and only "specialise" the empty and food tiles according to the modifer, simply because early game buildings are still relatively weak. Only exception is ultra-rich planets (+50% minerals) - those get a mine on every tile.
 

nfmarque

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This question applies to both 1.4 and 1.5.

I did a few google searches for the answer prior to making this thread, but I'm either asking the wrong questions or nobody has asked this before.

When I build core sector planets, I specialize them for 1 specific resource. One is entirely energy, one is mineral, etc. Trouble is, when you factor in things like adjacency bonuses, that adds another element into your construction setup that I might not fully understand. I've been winging it since I started playing the game using what I've learned so far.

Therein lies my question: How do you guys normally build your planets for resources? Any tips and advice you might recommend?

If it's worth noting, I normally use mods like AlphaMod and Stellar Expansion for additional structures and bonuses to existing ones. For the sake of the question, exclude them and base the buildings on vanilla. This is to also help me when Utopia and 1.5 releases and these mods will be unusable until they get updated.

In 1.4, mid to late game my core planets have 0 science, so the either produce energy or minerals.
Remember that in sectors science is always taxed at 100% while minerals/energy at best can only be taxed at 75%.
 

Slynx

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my capital world is usually scientific or energetic. +unique building like benevolence or unity
when i colonize i briefly look at the planet and decide if i want it to be mineral, energy, science or mix (1.5 will add food) centre. then fill it with buildings accordingly
in 1.5 i'll probably leave few wold on a mix...to prevent starvation if there will be a war.
when i conquer i usually move captured planets to the sector(enslave everyone) and set mineral focus.
 

sdeezie

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I usually respect the tile resources, *except* when the planet has a global bonus to production of a particular resource. +50% mineral very rich planets become mining worlds, covered in androids if I have them. It's a huge energy sink, but the mineral income can be really significant. Depending on how the adjacency bonuses shake out, it may even be worth building a mineral silo on one.

I think in 1.5, similar logic will apply to farm worlds, and Habitats seem to be good candidates for specializing for energy or research. :)