What rule of thumb do you use to decide what 'type' of world a colony should be?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

AegonTheUnready

First Lieutenant
84 Badges
Nov 23, 2003
220
47
Visit site
  • Crusader Kings II: Way of Life
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rome Gold
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
My capital system became my manufacturing world by default because it had the most population. But now I'm thinking I should the capital and turn it into a forge world. That got me thinking about my other worlds. My initial 3 colonies are now sort of 'suburban' with a mixture of resource, light manufacturing and refineries, population 30-40 each should I close down all the buildings and move the workers back to the homeworld to work in factories?

My problem is I hate to see empty building slots. But maybe not every slot needs to be built?

How do you guys decide what to build and where? How do you decide when to steer a colony towards mining, rural, resort, farming et cetera?
 

WhapXI

Captain
88 Badges
Sep 7, 2012
492
50
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis III
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Prison Architect
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Age of Wonders: Planetfall
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cossacks
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
  • Victoria 2
  • War of the Roses
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
More or less depends on available districts. Raw resource districts tend to get priority when building up planets. When there are no more desirable districts to construct, then I begin to urbanise the planet.
 

Apophenia

Sergeant
87 Badges
Aug 23, 2013
99
17
  • Crusader Kings II
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Island Bound
  • Europa Universalis IV: Common Sense
  • Teleglitch: Die More Edition
  • Rome: Vae Victis
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Surviving Mars
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings Complete
  • Stellaris: Ancient Relics
The way I plan there are basically Mineral worlds, Food worlds, Alloy worlds, Consumer Goods worlds, Research worlds, and Energy worlds (trade usually). At the beginning of the game my home world is usually a Alloy, Consumer Goods, + Research world while my colonies are a mixed Mineral, Food, and Energy worlds. Once I have more worlds and the buildings that one type of production I begin to specialize further. What resources are on the planet usually determine which type of planet it is with low deposit planets becoming a Alloy, Consumer Goods, Research or Energy world.

Also I never build a building unless I have unemployed pops and need something on the planet that is not a district.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
It doesn't really matter what you do on the capital. It always gets the capital +5 Stability/ +10 Amenities bonus, and can't be a forge world, tech world, etc.

But in general, yeah, you want the high-end production workers concentrated on worlds of the same type.
 

Theter

Sergeant
Jan 10, 2019
63
0
If planet size < ressources districts added, then refinery world. Else city planets (alloy cg. Or science)

In games where market gets crazy its more like planet size < mineral + food districts
 

Slynx

Кысь
47 Badges
Nov 16, 2013
1.189
4
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Magicka
  • Impire
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
  • Dungeonland
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
lots of red squares - forge world
lots of green squares - farm world
others - trade world or ecumenopolis.

I don't build science focused worlds or energy producing worlds at all.

not sure about the other special worlds (slave, tourist and etc). they looks great in flavor. but I think they are meh mechanically.
 

anamiac

Captain
15 Badges
Sep 15, 2017
383
2
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Stellaris: Apocalypse
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Generally I look at what kind of resource districts are the most plentiful. If it's close to the total number of districts, then I've got a resource generating world. IE, a size 18 planet with 15 possible mining districts is a great mining planet. After getting all the standard buildings I'll build exotic gas refineries and just enough trade buildings to get my jobs to 80.
If it isn't close then I've either got a research planet or a alloy/consumer planet. For example, suppose I have a size 18 planet with 5 energy districts, 4 mining districts, and 6 farming districts. I would build a few districts and a few basic buildings, but then the rest is going to be housing and Alloy/Consumer Goods.

I see no reason not to put alloy and consumer goods both on the same planet, as the bonus building ups production for both. I wouldn't put research on that planet though, research gets its own planet.
 

Razor Feather

Captain
63 Badges
Dec 15, 2018
415
219
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Imperator: Rome - Magna Graecia
  • Stellaris: Galaxy Edition
  • BATTLETECH: Season pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Imperator: Rome
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Horse Lords
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Cossacks
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
I usually make planets that only have a small amount of resource districts or have a moderate amount spread equally among each type into urban worlds that end up either being research focused or turned into ecnomopoli later on, with more resource rich worlds becoming rural planets with a handful of cities as needed to allow me to fill all the building slots with refineries.

Consumer goods and alloys are generally spread out with a new building being made wherever it fits until I get arcology project, then I just move all manufacturing to ecnomopli and replace the standard factories with research, commercial zones, or refineries depending on what sort of planet it is.

Also I'm not sure why but I've never really had issues with too many pops becoming specialists from filling every building slot as soon as possible. Sometimes I need to move workers from one job to another, usually off of minerals and onto food, but the specialist/worker ratio never feels like much of an issue, and immediate building makes managing things easier and gives more immigration pull, which works well with my xenophile egalitarian playstyle and many migration treaties.
 

Derp

nice
69 Badges
Jan 28, 2011
2.041
1.589
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Nemesis
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • 500k Club
  • Hearts of Iron IV: Together for Victory
  • Age of Wonders: Planetfall
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Stellaris: Distant Stars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Stellaris: Federations
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Ancient Relics
  • Stellaris: Necroids
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
all my planets start out as resource worlds because districts are available immediately while buildings are incremental

which ones stay as resource worlds is based on a variety of factors like
- does it have 6+ districts in at least one resource
- does it have planetary modifiers that improve a resource
- does it have a high resource district:size ratio
- will my resource income sink too low if I urbanize this world

i also tend to semi-urbanize mediocre resource worlds

the one exception in 2.2.4 is the bugged blank worlds; for obvious reasons they're city planets from the start
 

roman566

Lt. General
53 Badges
Aug 16, 2008
1.211
180
  • Europa Universalis III
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Leviathan: Warships
  • Heir to the Throne
  • Darkest Hour
  • Divine Wind
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Stellaris: Federations
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Victoria: Revolutions
  • Magicka
  • Europa Universalis IV: Wealth of Nations
Early on there is not enough space to specialize so each colony is a jack of all trades. Then I get Ecumenopolis and Habitats so each colony is basically a mining/generator world. In the late game, I fill empty slots with fortresses to boost naval capacity.
 

OrigamiPhoenix

Sergeant
11 Badges
Dec 8, 2018
60
0
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
Early game, you really can't specialize.

But once you can, it really depends on how many city districts you get:
A planet with few city districts can be turned into a refinery world to supply rare resources or a fortress world if it's in a strategic location to take advantage of the FTL inhibitor.
A planet with a lot of city districts can be turned into a tech, manufacturing, or trade world. (Or, you know, turned into an ecumenopolis)

Late game, when you're comfortably producing all of these things, that's when you start filling up worlds with resource silos and strongholds to stockpile for the crisis.
 
Last edited: