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Mergoth

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So, how do you guys build a good Refinery World? The refinery buildings only give 1 job so you end with massive unemployment due to lack of jobs. What would be ideal? Some commercial zones combined with the refineries?

Thanks.
 

Less2

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Unless you are going to do a lot of resettlement I don't see the point. The 5% isn't itself important enough to care overly much. Use the refinery buildings to fill in gaps in other worlds IMO. When you have 4 research labs at T1 providing 8 science jobs you can change that in-place to 2 T3 labs and 2 refineries supporting 16 science jobs.
 

PG908

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Generally mix in commercial zones and districts as needed. I tend to go for research labs, myself. Additionally, look for planets with deposits (planetary feature "_____ Deposit" eg "Rare Crystal Deposit") that allow the special non-synthetic extractors, since those are nice.
 

Delthor

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I usually add refineries to my rural-focused worlds, especially when they have a large number of deposits. If most of your pops are working in districts, you can end up with pretty sizeable populations with lots of spare building slots. You may need a city district or two (unless you have agrarian idyll) to house the extra pops.

Habitats are also pretty good at this. A habitat focused on alloys or consumer goods won't be able to house enough pops to work full complement of these buildings if fully upgraded, but it can support the 75 pops to unlock all building slots, so you can build about a 60/40 split between your factories and the refineries that support them.
 

wundergoat

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I start with a smallish rural world and add refineries and housing buildings to that. Since it is smaller, you don’t lose out on that much planetary bonus swapping to a refinery world plus you won’t have a big population needing entertainers.
 

Mastikator

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Put them on rural planets where all of the districts are non-city. A single city + the administration building will make up the housing for all of your state alchemist refinery jobs