Colony type more flavour than useful?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TheGrouch91

Major
76 Badges
Jan 26, 2013
599
403
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • BATTLETECH
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • War of the Roses
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis 4: Emperor
  • Prison Architect
  • Stellaris: Federations
  • Victoria 2
  • 500k Club
  • Warlock: Master of the Arcane
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Cities in Motion 2
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
Hello there,

quick question what you guys think about the topic. In my opinion the bonuses you get for specializing a planet are laughable. 2% or 5%... great yay. I really only view them as a flavour text which really pains me as I love to min-max but even that love has it's boundaries. It's even additive not multiplicative. With all the other increases you get it makes almost no difference at all.

Am I just crazy or ungrateful?
 

Surimi

General
89 Badges
May 24, 2014
2.204
4.191
  • Crusader Kings II
  • Crusader Kings II: Jade Dragon
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome - Magna Graecia
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Battle for Bosporus
  • Prison Architect
  • BATTLETECH
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
Why is flavour text bad?

I was quite surprised on release to discover that the world types had any mechanical benefits at all. I'd assumed they'd just be helpful in identifying planets (particularly since, with many namesets, planets often have names which are difficult to keep track off).

Given that, the main problem I think is that due to the deposit system it's very rare to see fully developed mining or agri worlds, as they tend to become rural worlds over time. If anything were to be changed, I think rural world should require a more balanced production rather than not building anything but a single type of resource district, making specialised planets more normal.
 

Sinister2202

Most Honorable Dwamak
7 Badges
Aug 12, 2009
2.650
1.947
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis III Complete
  • Hearts of Iron III
I am ungrateful about but only because I still don't understand what changes the flavor text. I have 2 colonies that have exact same buildings and district layouts, but one is refinery world and the other is urban. I am so confused.

Other than that, I like it. Except for the fact that one of my world is called a rural world when it clearly is not.
 

Dalwin

Field Marshal
48 Badges
Aug 11, 2003
11.303
6.150
Visit site
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Knights of Pen and Paper 2
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Magicka
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Lost Empire - Immortals
  • Crusader Kings II
  • March of the Eagles
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Pride of Nations
I am ungrateful about but only because I still don't understand what changes the flavor text. I have 2 colonies that have exact same buildings and district layouts, but one is refinery world and the other is urban. I am so confused.

Other than that, I like it. Except for the fact that one of my world is called a rural world when it clearly is not.
I believe the order of building things is the key. There is a point where it is going to decide on a planet's specialization. I don't know if this is at a certain population threshold or perhaps after a certain amount of time has passed. It would be convenient if this was the same 10 years (I think) that the recently colonized penalty to growth stops being in effect. I am not sure that I have ever seen the specialization on a planet change after it has been set.

In other words, even though those two planets are identical now, they may not have been at the point when their specializations were determined.
 

Sinister2202

Most Honorable Dwamak
7 Badges
Aug 12, 2009
2.650
1.947
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis III Complete
  • Hearts of Iron III
I believe the order of building things is the key. There is a point where it is going to decide on a planet's specialization. I don't know if this is at a certain population threshold or perhaps after a certain amount of time has passed. It would be convenient if this was the same 10 years (I think) that the recently colonized penalty to growth stops being in effect. I am not sure that I have ever seen the specialization on a planet change after it has been set.

In other words, even though those two planets are identical now, they may not have been at the point when their specializations were determined.
Okay. I believe the buildings were built in same order for both planets, except for the districts. That's probably why then.
 

TheGrouch91

Major
76 Badges
Jan 26, 2013
599
403
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • BATTLETECH
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • War of the Roses
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis 4: Emperor
  • Prison Architect
  • Stellaris: Federations
  • Victoria 2
  • 500k Club
  • Warlock: Master of the Arcane
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Cities in Motion 2
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
Why is flavour text bad?

I was quite surprised on release to discover that the world types had any mechanical benefits at all. I'd assumed they'd just be helpful in identifying planets (particularly since, with many namesets, planets often have names which are difficult to keep track off).

Given that, the main problem I think is that due to the deposit system it's very rare to see fully developed mining or agri worlds, as they tend to become rural worlds over time. If anything were to be changed, I think rural world should require a more balanced production rather than not building anything but a single type of resource district, making specialised planets more normal.
Who said it was bad?
 

Namfuak

Second Lieutenant
47 Badges
Jun 14, 2012
140
0
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Conclave
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Stellaris: Synthetic Dawn
  • Heir to the Throne
  • Cities: Skylines
I believe the order of building things is the key. There is a point where it is going to decide on a planet's specialization. I don't know if this is at a certain population threshold or perhaps after a certain amount of time has passed. It would be convenient if this was the same 10 years (I think) that the recently colonized penalty to growth stops being in effect. I am not sure that I have ever seen the specialization on a planet change after it has been set.

In other words, even though those two planets are identical now, they may not have been at the point when their specializations were determined.

I thought it stopped being a colony once you upgraded the capitol past reassembled ship shelter. That is why it's a good strategy to resettle 8 more pops to a colony right away, since it lets you upgrade the shelter and get rid of the penalty. Personally, I'd like it if the system chose the top 3 planet specializations and let the player pick one (maybe with a 10 year cooldown). That said, it definitely is not set permanently, I've had worlds change from e.g. Agri-world to research world after I built more research stations, even though in that case I didn't reduce the number of farm districts.

In terms of the OP, there are already significant benefits to specializing worlds - the most obvious is that city districts give way more housing than the other districts, so on any worlds that are going to be working buildings that provide a lot of jobs (manufacturing, alloy production, megaplexes, etc) you want to focus a lot more on housing. I'm guessing PDX didn't want to make the bonuses so powerful that you are forced to hyperspecialize to keep up - this would have a lot of negative effects, like making tall empires much weaker, making the capitol kind of bad (since it's stuck with a specialization that doesn't affect output), and most of all screwing players that get bad RNG on colonizable planets even more.
 

Dalwin

Field Marshal
48 Badges
Aug 11, 2003
11.303
6.150
Visit site
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Knights of Pen and Paper 2
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Magicka
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Lost Empire - Immortals
  • Crusader Kings II
  • March of the Eagles
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Pride of Nations
I thought it stopped being a colony once you upgraded the capitol past reassembled ship shelter. That is why it's a good strategy to resettle 8 more pops to a colony right away, since it lets you upgrade the shelter and get rid of the penalty. Personally, I'd like it if the system chose the top 3 planet specializations and let the player pick one (maybe with a 10 year cooldown). That said, it definitely is not set permanently, I've had worlds change from e.g. Agri-world to research world after I built more research stations, even though in that case I didn't reduce the number of farm districts.

In terms of the OP, there are already significant benefits to specializing worlds - the most obvious is that city districts give way more housing than the other districts, so on any worlds that are going to be working buildings that provide a lot of jobs (manufacturing, alloy production, megaplexes, etc) you want to focus a lot more on housing. I'm guessing PDX didn't want to make the bonuses so powerful that you are forced to hyperspecialize to keep up - this would have a lot of negative effects, like making tall empires much weaker, making the capitol kind of bad (since it's stuck with a specialization that doesn't affect output), and most of all screwing players that get bad RNG on colonizable planets even more.
You could be right on all counts. Then again since much of this is not clearly labeled and there are usually better things to be paying attention to, it is hard to be certain.
 

Incompetent

Euroweenie in Exile
56 Badges
Sep 22, 2003
8.814
7.348
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Horse Lords
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Nemesis
  • For The Glory
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
I am not sure that I have ever seen the specialization on a planet change after it has been set.

I've seen it change plenty of times - it will happen if you go far enough away from the existing specialization. But you're right that there seems to be some sort of inertia to it.

Edit: The tooltip for 'Rural World' is a bit misleading - it's actually a 2.5% bonus rather than 2%, so it's better than a more specialized mod as long as no more than half of your rural districts are of the same kind. So it's actually fine for planets with all three kinds of rural districts. It's still not worth worrying too much though.
 
Last edited:

Etrutian

Arch Priest of Profit
89 Badges
Mar 12, 2012
635
54
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • BATTLETECH
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • PDXCON 2017 Standard Ticket holder
  • Stellaris: Necroids
  • Surviving Mars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Vikings
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Flavor is why I play this game. MORE FLAVOR PLEASE.

Bonuses are a nice added bonus. Can always ask for more though I reckon.
 

EvilTom

Lt. General
57 Badges
Dec 15, 2014
1.271
512
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Crusader Kings III
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
I think the descriptions are good, but the fact they give bonuses is alright, but not necessary.

I'd prefer to see us be able to apply specialisation to a planet as part of the decisions... say a mining planet must have mining districts, and gets a bonus to mining yield, but at the expense of say agricultural output. This could then be make further excessive with further malus but deminishing returns, so only in extreme circumstance will you do a hyper-specialised planet. Reversing this would obviously have to cost resources (time? energy? influence).

These specialisations should go toward guiding an AI governor in what to build and how to manage the planets (if you choose to let them do it).
 

Alastor

Colonel
87 Badges
Nov 14, 2008
846
454
  • Stellaris: Federations
  • Tyranny: Gold Edition
  • Crusader Kings Complete
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV
  • Imperator: Rome
  • Stellaris: Nemesis
  • Rome Gold
  • Teleglitch: Die More Edition
  • Stellaris: Necroids
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Tyranny: Archon Edition
  • 500k Club
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Mount & Blade: With Fire and Sword
  • Age of Wonders III
  • Age of Wonders: Planetfall Deluxe edition
  • Surviving Mars
  • BATTLETECH
  • Pillars of Eternity
  • Tyranny: Archon Edition
  • Prison Architect
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Magicka
  • Magicka 2
  • Ancient Space
  • Cities in Motion
  • Cities in Motion 2
  • Warlock 2: The Exiled
  • Majesty 2 Collection
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Crusader Kings II: The Old Gods
There is an explanation of the weights in the wiki. Districts matter, buildings matter. I personally like those flavours quite a bit. Would like to see more, like a bureaucratic center or cultural center or sth. My wish would be to be allowed to override the categorization manually if needed though. Sometimes I just need to focus on minerals for instance and wouldn't want to let my generator and farm districts unused so that my planet doesn't turn into a rural world.
 

Xeorm

Lt. General
77 Badges
Jun 27, 2011
1.595
2.029
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Prison Architect
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Europa Universalis III Complete
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Sword of the Stars II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Ancient Space
  • Europa Universalis IV: Res Publica
  • Cities in Motion
Certainly more flavor than not. 5% bonus towards stuff doesn't matter much either way, but it can impact decisions for those that really care.

As far as the system goes, it's a simple weighting. Districts and buildings have weights towards a certain colony type. Whichever colony type weighting is highest wins. Simple.
 

Sigma 582

Colonel
19 Badges
Aug 3, 2018
875
5
  • Stellaris
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Crusader Kings II: The Old Gods
This is flavour text and is supposed to reflect how you actually use/develop the planet, not what you want it to be. Having any bonus behind it at all was a bit surprising, but can be explained as local expertise: i.e. if local authorities mostly manage mining complexes they become slightly better at managing mining complexes, and so on.
 

Armed Avacado

Second Lieutenant
48 Badges
Mar 23, 2018
170
57
  • Stellaris: Leviathans Story Pack
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
I believe the order of building things is the key. There is a point where it is going to decide on a planet's specialization. I don't know if this is at a certain population threshold or perhaps after a certain amount of time has passed. It would be convenient if this was the same 10 years (I think) that the recently colonized penalty to growth stops being in effect. I am not sure that I have ever seen the specialization on a planet change after it has been set.

In other words, even though those two planets are identical now, they may not have been at the point when their specializations were determined.

It's chosen based on a weighted "points" system. Each district and building contributes a certain number of points to be one type or another type, and the type with the most points is the world type. For example, a civilian industry building might add 5 points to being a manufacturing world and 2 points to being an urban world (not real numbers). In SInister2202's case, maybe there was an exact tie, so the world that began as an urban world never made that switch to refinery world because the points toward refinery world never surpassed the points toward urban world and vice versa. At this point, I'm only guessing though.
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
There's already the Mineral Purification Hub and similar that gives a +25% bonus. Those buildings are both powerful multipliers and very expensive since they take up a slot that could be running 8 scientists or 8 metallurgists, so you don't want to squander more than 1 or 2 of these multiplier structures per planet. Consider that your "specialization" with the planet type a slight bonus on top of that.

That said I wouldn't object to it being increased to 10%/5% from 5%/2.5%.
 

wtface

First Lieutenant
48 Badges
Sep 5, 2013
204
21
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Semper Fi
  • Hearts of Iron III
  • For the Motherland
  • Stellaris: Leviathans Story Pack
  • Stellaris: Federations
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Rights of Man
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
5% more stuff without paying more inputs or consumer goods or pops or districts is pretty decent. It does help squeeze out more stuff, and specializing planets makes the micro easier imo
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
In terms of the OP, there are already significant benefits to specializing worlds - the most obvious is that city districts give way more housing than the other districts, so on any worlds that are going to be working buildings that provide a lot of jobs (manufacturing, alloy production, megaplexes, etc) you want to focus a lot more on housing.

Note that switching district types is fairly painless, so you don't have to worry about the city districts until you actually need them.
 

Peko?

Colonel
65 Badges
Jun 27, 2016
1.014
547
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect
  • Surviving Mars
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines
  • Age of Wonders: Planetfall
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • BATTLETECH: Season pass
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Tyranny - Tales from the Tiers
Hello there,

quick question what you guys think about the topic. In my opinion the bonuses you get for specializing a planet are laughable. 2% or 5%... great yay. I really only view them as a flavour text which really pains me as I love to min-max but even that love has it's boundaries. It's even additive not multiplicative. With all the other increases you get it makes almost no difference at all.

Am I just crazy or ungrateful?
It's a small bonus, but if you wish to really min/max it could be the thing that makes that little extra bit of difference. Otherwise it's mostly flavour, but you know, still a bonus.