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EdGreyfox

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Can anyone explain how to create a resort world? I've got the tech, but can't figure out how to use it. It's not a terraforming option and I don't see anything under edicts or decisions, so I could really use some help here.
 

Dan_Daniel2000

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Have a planet over size 15 with no Buildings and no districts build. Then enable the descision.
 

Foefaller

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Thanks for the reply. Going to be tough to do that since the tech comes so late that every planet in my territory that's size 15+ is already being built on.....

Yeah you kinda have to set a planet aside for it.

Sometimes you get "lucky" and get a tidal locked planet that's big enough. Since you can't build districts of any sort on a resort planet, having only half the normal districts isn't a problem, meaning it's pretty much the perfect candidate.
 

Bryartuck

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I'm trying to figure out how you are supposed to develop these since you can't create any districts. I created one and it developed enough to unlock the first building slot, but it has overcrowding and not enough jobs.

If I build Luxury Housing, I get housing for my pops, but no jobs.

If I build a jobs building (such as Holo Theaters), I get jobs, but no housing.

Am I missing something?
 

#Tukuro

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I'm trying to figure out how you are supposed to develop these since you can't create any districts. I created one and it developed enough to unlock the first building slot, but it has overcrowding and not enough jobs.
-
Am I missing something?
Settle it with a population controlled species. Or - if you're egalitarian - pick shared burden and fill it up with communal housing. That should provide enough amenities and housing, then fill the rest up with Commerce Megaplexes. I just tested this, and it gives you enough jobs, housing and amenities. Even with just Paradise Domes (Upgraded Luxury Housing) you will be able to meet housing demands.
Also if you go with that approach I'd recommend gene modding the species on the planet to be communal and charismatic.
...or you could just change living standards to Social Welfare/Utopian Abundance, which will have your unemployed produce unity, and (with UA) tech.

Edit: Megaplexes, not districts...
 

krios41

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I'm trying to figure out how you are supposed to develop these since you can't create any districts. I
you don't realy. Built a luxuary resdience and upgrade the colony ship, then enact population controls so you don't get overcrowding/unemplyment
 

Sigma 582

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I'm still puzzled by this question, too.

Right now I have a resort world with (off top of my head as I'm not home):
- upped capital (3 jobs, 10 housing)
- 1 megaplex (11 jobs)
- 1 dome and 1 luxury residence (15 housing)
- 25 pops (12 clerk jobs from being resort world)

This makes 25 pops in 25 housing, 25 jobs filled out of 26 and 1 slot free.
They produce 62 trade value (i.e. 31 energy and 15.25 CG) and some unity. Problem is, pops and buildings consume so much stuff (energy, food, CG, rare resources) that the planet doesn't actually pay for itself. Can't remember exact figures, but quick math resulted in conclusion that the planet is a drain.

I'm reluctant to expand it further, but need to do more math to figure out if this can be made profitable.

---

If I were to carry on expanding with megaplexes, then, considering that 1 plex gives 11 jobs and every 20 pops give another 10 jobs, we need 1 megaplex per 20 pops. 20 pops open 4 slots, one is occupied by megaplex - this leaves 3 slots for housing needs, i.e. we can build 2 luxury housing and 1 dome. The upkeep will be 2 rare resources per 4 slots.

Alternatively, for 20 pops (4 slots) we could build two paradise domes (20 housing) and two 5-job buildings (e.g. tier 2 CG or research). They probably will produce more than a megaplex, but the upkeep will be 4 rare resources per 4 slots, and those are hard to come by.

As another option, 2 domes, tier 3 building (8 jobs) and rare resource factory would have upkeep of 2 rares and have 8 pops working productive (better-than-clerk) jobs.

Wiki doesn't have all the necessary figures to do complete math on the options, so I'll have to wait till evening when I'm home. I percieve that to make resort worlds productive it's necessary to have significant bonuses to TV and housing (Thrifty, Communal pops, robots or slaves for clerk jobs, Imperious Architecture tradition)
 

Foefaller

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I'm still puzzled by this question, too.

Right now I have a resort world with (off top of my head as I'm not home):
- upped capital (3 jobs, 10 housing)
- 1 megaplex (11 jobs)
- 1 dome and 1 luxury residence (15 housing)
- 25 pops (12 clerk jobs from being resort world)

This makes 25 pops in 25 housing, 25 jobs filled out of 26 and 1 slot free.
They produce 62 trade value (i.e. 31 energy and 15.25 CG) and some unity. Problem is, pops and buildings consume so much stuff (energy, food, CG, rare resources) that the planet doesn't actually pay for itself. Can't remember exact figures, but quick math resulted in conclusion that the planet is a drain.

I'm reluctant to expand it further, but need to do more math to figure out if this can be made profitable.

---

If I were to carry on expanding with megaplexes, then, considering that 1 plex gives 11 jobs and every 20 pops give another 10 jobs, we need 1 megaplex per 20 pops. 20 pops open 4 slots, one is occupied by megaplex - this leaves 3 slots for housing needs, i.e. we can build 2 luxury housing and 1 dome. The upkeep will be 2 rare resources per 4 slots.

Alternatively, for 20 pops (4 slots) we could build two paradise domes (20 housing) and two 5-job buildings (e.g. tier 2 CG or research). They probably will produce more than a megaplex, but the upkeep will be 4 rare resources per 4 slots, and those are hard to come by.

As another option, 2 domes, tier 3 building (8 jobs) and rare resource factory would have upkeep of 2 rares and have 8 pops working productive (better-than-clerk) jobs.

Wiki doesn't have all the necessary figures to do complete math on the options, so I'll have to wait till evening when I'm home. I percieve that to make resort worlds productive it's necessary to have significant bonuses to TV and housing (Thrifty, Communal pops, robots or slaves for clerk jobs, Imperious Architecture tradition)

Resort worlds themselves aren't meant to profitable; making one boosts the amenities output of your entire empire, ergo boosting happiness, ergo boosting stability, ergo making your entire empire more profitable.

If you can somehow manage to make the resort world itself, turn a profit, more power to ya.
 

CyberianK

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Never built one yet but planning to. Can't you resettle your pops away from it in regular intervals? So you keep it mainly for the empire bonus but use the pops on more useful planets?
 

Sigma 582

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Resort worlds themselves aren't meant to profitable; making one boosts the amenities output of your entire empire, ergo boosting happiness, ergo boosting stability, ergo making your entire empire more profitable.
Yes, of course. What I meant is that if you want to build up that world, you have to make it make profit. If it can't, you shouldn't build anything at all, just colonize, make resort and either discourage growth or hope that it will have big push and increase pop growth on other planets.

I hate the idea of not developing something I have ('cause planet development is such a joy in 2.2, and 'cause OCD), so I want to find a way to do it which won't be making a drain into bigger drain.

Never built one yet but planning to. Can't you resettle your pops away from it in regular intervals? So you keep it mainly for the empire bonus but use the pops on more useful planets?
sure you can, if your policies allow resettlement and you don't find it too tedious
 

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so i might know the answer to this question already but...

if you get rid of any buildings or districts on a planet of the appropriate size can you make it a resort world?

(i colonized a size 17 alpine world and developed it a little before i remembered i wanted to use it as a resort. i tried to get rid of the cities and buildings but the resort world decision wasnt available.

is it because i had upgraded the initial colony building? maybe i can reduce the population some till that building downgrades?)
 

permeakra

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I'm reluctant to expand it further, but need to do more math to figure out if this can be made profitable.
Challenge accepted.

Conditions.
- Half of the population is employed as clerks (meh)
- Opening a building slot takes 5 pops.
- Upgraded capital provides 10 housing and 3 specialist and ruler jobs.
- 16 slots total, so you need 75 pops total

By default it is extremely unprofitable thanks to rather low housing of paradise dome. However! we have ways to reduce housing needs.
- Bureaucracy civic -10% housing need
- Communal trait -10% housing need
- Fertile trait -10% housing need
- Barbarian despoilers provide adaptability tradition tree for -10% housing
- Slavery takes 0.75 basic housing

You also get +1 housing per housing or capital building from domination tradition tree.

Early on a communal slave in empire with Bureaucracy will have 0.75 * (100%-20%) = 0.6 housing need. You have 3 pops with housing from administration and 7 extra housing, so you need 0.6*72-8=35.2 housing. this is seven luxury residences with 4 housing, so you shall have about half slots open for commerce buildings.

Complications: you need to fit a law enforcement building and 2 main species pops to man it. They might have 2 pops of home servant for 0.25 base housing need, so it might result in net reduction of housing needed to open all slots.

For empires without slavery other options are housing building from shared burden (increased housing) or non-sentient robots, using 0.5 housing. A double-jointed robot would use 0.45 housing, so you can fit about 8.9 per luxury residense - more than enough to open all slots with housing from the main building.
 

LayZboy

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If you got a tomb world lying around you can use that as a resort world, since resorts have 100% habitability.
Other than that, just let the colony screw itself to bits with no housing or anything so it ends up looking a penal colony, which are ironically much easier to keep under control & make use of.