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Currywurst44

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In a previous Dev Diary I read that different planets have different probabilities for each resource deposit. The Diary was for a update before 2.2 so I am wondering if this still applies.
Additionally the wiki says that the planetary modifiers have different chances to appear for each planet type. Also I found this post: https://www.reddit.com/r/Stellaris/comments/7smnls/all_planets_are_created_equal/ that calculates the chances for different tile blockers and the required research to remove them.

My question is if there is still one type of planet that can be considered „best“ in 2.2?
 

Bouchart

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Tile Blockers are less of a headache in 2.2 than in previous versions so I don't know if that forum thread is all that useful now.

Food production is easier than minerals or energy, so you might think Wet planets are better. But if you use Livestock Slavery, then the food bonuses from Wet planets aren't as important.

If you are playing on a small galaxy with few habitable planets, I'd say Arid, since there is an anomaly that can turn a barren planet into an Arid one.

Titanic Life is a nice modifier and that shows up mostly on Tropical planets.
 

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In a previous Dev Diary I read that different planets have different probabilities for each resource deposit. The Diary was for a update before 2.2 so I am wondering if this still applies.
Additionally the wiki says that the planetary modifiers have different chances to appear for each planet type. Also I found this post: https://www.reddit.com/r/Stellaris/comments/7smnls/all_planets_are_created_equal/ that calculates the chances for different tile blockers and the required research to remove them.

My question is if there is still one type of planet that can be considered „best“ in 2.2?
I don't know what the best planet type is, but I think I can say that the worst planet type is the dry biome. Energy districts are simply not more efficient than trade or selling food or minerals. Wet or Cold biomes are good if you want to focus on farming or mining. Agrarian idyll makes wet planets really strong. Mining guilds would make cold biomes stronger. Obviously we also have the species traits that help also.
 

Jmes Snowscoran

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Energy districts are simply not more efficient than trade or selling food or minerals.

On the contrary, energy districts are great. The main way to generate trade is clerks, and 2 trade is just 2 energy. Since energy and minerals have the same base production, selling minerals for energy isn't a great plan. Food has better base production, but you can't necessarily rely on trading it efficiently for energy.

In 2.2 I'd rather have more energy districts than minerals.
 

Incompetent

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Of the regular biomes, I'd say cold types are best in the long run. Minerals end up being the big bottleneck on the size of your economy, because it's hard to get many of them from anywhere except raw deposits on your planets. By contrast, with food and energy, if you run out of the relevant kind of district, you have plenty of other ways of producing those resources.

It's not really a big deal though; you'll end up colonizing every planet in your territory anyway, and they will naturally be a mix of types.
 

Currywurst44

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Thanks for your thoughts. If what you are saying is true, then I think wet planets should be the preferable starting type.
In the early game it doesnt matter which Climate preference you choose. You can always build the district you want because nearly all planets have some districts of each type.
Later in the game when you start using up your districts the decision becomes more important. You will have to build city districts to house your growing specialist population. The best planets to build city districts on are the ones with high habitability which are in this case wet planets.(You save lots of food because the majority of your population lives on these planets and you save even more consumer goods because your specialist are concentrated there). This results in a fewer farming districts and more mining and energy districts which should lead to a balanced economy because you should have more than enough food by the middle game.
 

trojan1234

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What I want to add is rare resources spawn rate. I've yet to dig game file however, wet planets(continental, ocean, or tropical) have higher chance of gas feature while cold or dry have higher chance of crystal or motes in my experience. Regarding tech building requires gases and alloy/cg building are replaced by ecumenopolis in mid-late game, I prefer wet planets over other types.
 

metalosse

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Past early game, the only bias that starting type creates is the homeworld and the two guaranteed inhabitable world. You will have a way to workaround habitability by midgame, so your starting type doesn't really matter after that.

Let's consider early game then.

I don't think district distribution really matter at this point, as planets take a while to get filled.

So the only thing left are event related planets.

There is the terraforming event that creates an arid world.

The abandoned terraforming equipment has a higher chance to create a tundra world (with an extra package of abomination).

That's about all I know. So I'd say that dry worlds are better if you go wide. Cold worlds if you go tall, as the homeworld and guaranteed planets will matter more.
 

DonKeeOT

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I usually go with wet when I play inward perfection/agrarian idyll because I think it gives you extra food, plus if you get lucky and have the sea of consciousness nearby your starting planet then it is handy to have ocean preference.

Otherwise, tomb worlds can be pretty awesome for resources, especially the event related ones, although choosing survivor doesn't guarantee you nearby tomb worlds (I think your two guaranteed habitability planets are just your default preference).
 

permeakra

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Thanks for your thoughts. If what you are saying is true, then I think wet planets should be the preferable starting type.
Unless you rely heavily on trade, no.
Wet planets simply provide more agri districts than you'll ever need, but other planets types provide enough and food is the only basic resource you can produce in regular buildings if you really need it. Energy can be to some extent supplemented by trade. So, you need minerals. And this means cold biome.

I think wet planets are mostly usefule for organic gestalts. Hiveminds use food for edicts and under nutritional plenitude they have much higher food upkeep than organics, so extra food is handy.