Seeking opinions. I've modded industrial worlds to have the following modifiers as an experiment:
planet_modifier = {
planet_district_industrial_build_speed_mult = 0.25
planet_artisans_upkeep_mult = -0.10
planet_metallurgists_upkeep_mult = -0.10
planet_jobs_worker_produces_mult = 0.05
planet_jobs_specialist_produces_mult = 0.05
planet_refiners_produces_mult = 0.05
planet_translucers_produces_mult = 0.05
planet_chemists_produces_mult = 0.05
planet_sr_miners_produces_mult = 0.05
trade_value_mult = 0.05
The intent is to make this an all-around flexible designation, rather than a suboptimal choice when having specialized forge worlds or factory worlds nets more earnings. I don't know if my solution is now optimal, but as for now I'm not yet encountering issues.
So I ask myself: do I want to enhance alloy/cg production, or have a balance between both of them and other resources?
With this edit I'm induced to assign industrial worlds when I have a planet that can host both industrial and resource districts in a great quantity, but I don't want or need to focus on either. I feel it might be also useful when there are natural deposits of rare resources to be exploited, thanks to the small worker production and sr mining bonuses. The small trade bonus should give another tiny benefit that forge/factory types don't provide, as does that of the various refinery jobs in case I want to build one or two structures (especially the ancient refinery) without fully committing to a refinery world (which I assign to small worlds without many districts to exploit).
The specialist production bonus might be an overkill because it impacts metallurgists and artisans too, so in case either I will remove it or add it too to forge/factory worlds.
When there are only a few resource districts, I still go full forge or factory world. If the planet has a lot of resource districts and possibly also some special modifiers, I go generator/mining/agri-world depending on my needs and what is the main resource, or rural world if all of them can be exploited with none predominant.
(I also buffed a bit rural worlds and urban worlds btw: the former has some small bonuses on trade and special resources gathering, so that they're not too much penalizing when not assigning a specialized designation, and have still a greater worker production bonus than industrial worlds; the latter has increased trade bonuses so that they can earn more income, but I think they're becoming overpowered)
Do you think it would be feasible? Not feasible? Unbalanced?