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Bankipriel

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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?

It's tricky to get more than a few buildings on them. If you happen to have droids, then service droids are a great way to open up building slots, since the service droids don't need jobs, provide lots of amenities, and use little housing. I typically put one paradise dome, one fortress, and a robotics factory, and then a cloning facility if going bio ascension. Once pop and housing is capped, I just ship pops and robots to other worlds. The point of a resort world is *not* to develop it, so if you can get a few buildings, it's more of a bonus/work-around.

The only other good way I've seen to squeeze more out of a resort world is with Utopian abundance, so obviously only if you are playing egalitarian. With UA, your unemployed pops are happy and produce unity and science, so you can just fill the entire planet with luxury housing (or paradise domes if you can afford the rare resources) and let the unemployed poets, surfers, & philosophers live in bliss. It's not much (and not enough to make me play egalitarian), but at least they're good at something ... being unemployed on a resort world XD I guess it really makes sense, they should be the best at living the Utopian dream.
 

Vitruvian Guar

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I'm a bit sad, that there is no actual reason to make resort worlds produce as much amenities as possible. Extra 100% habitability is also not helping as it leads to strange situations when tomb worlds are good resorts. I think, resort worlds bonus should scale depending on its amenities production not the other planets. It may be a direct happiness modifier from 1 to 10% or something.

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.

That's actually a great resort world, RP-wise as well. One side of a planet is a "winter" resort with snowy mountains and iced lakes and the other is "summer" resort with seas and beaches. And the best hotels may be placed inbetween these zones making both of them to be in close proximity for the clients.
 

Surimi

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I'm a bit sad, that there is no actual reason to make resort worlds produce as much amenities as possible. Extra 100% habitability is also not helping as it leads to strange situations when tomb worlds are good resorts. I think, resort worlds bonus should scale depending on its amenities production not the other planets. It may be a direct happiness modifier from 1 to 10% or something.

While I agree with the amenities and think that's a great idea, I do also think horrible, low habitability resort worlds have an amusing vibe to them.

I'm pretty sure the people who can travel light years to go on holiday live pretty idyllic lives already, maybe their idea of getting away from it all involves wandering radioactive plains or poking carnivorous plants with a stick.
 

Vitruvian Guar

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While I agree with the amenities and think that's a great idea, I do also think horrible, low habitability resort worlds have an amusing vibe to them.

I'm pretty sure the people who can travel light years to go on holiday live pretty idyllic lives already, maybe their idea of getting away from it all involves wandering radioactive plains or poking carnivorous plants with a stick.

Okay, that's a good point. Low habitability resort worlds should be possible. But they shouldn''t be optimal. Right now it is more profitable to make irradiated tomb world you resort rather than a gaya planet. Which doesn't seem to be a good design.
 

trojan1234

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SBFCuRA.jpg


This is from my finished 2.2 game where I fully build/use resort world.
This resort alone provides 24*6=144 base naval capacity or 201 after 40% modifiers.

Because resort world provides free clerks jobs, spamming fortress is possible as long as housing problem solved. - 3 soldier + 2 clerks per fortress solves unlocking building slots. I was doing xenophobe achievement so each pop needed 0.75 housing but if one can use slave or robot, less luxury housing would be used.
 

Althizor

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Instead of just being a global + amenities, I think the resort world should just export excess amenities (prioritizing by need). This incentivizes you to build them up like a resort as opposed to trying to sneakily make them fortresses or economic centers.

Then again (nearly) limitless servant robots/slaves might break this. Maybe the number of servants can be limited by the number of residents/citizens present? I.e. can't have more than one servant per free pop.
 
Last edited:

Rip Off Productions

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Then again (nearly) limitless servant robots/slaves might break this. Maybe the number of servants can be limited by the number of residents/citizens present? I.e. can't have more than one servant per free pop.
well, it would make sense that the majority of a resort planet's population would be in service industries; I'm assuming POPs only represent the permanent residents, not the vacationers enjoying the resorts(while vacationers would theoretically number significantly enough to equal a few POPs, they'd be an amalgamation of members from POPs from across the empire, sense it's not like an entire factory or research lab's staff is taking their time off all at once after all)