![]() The exception to that, of course, is if you have any modifers to alloy or goods production on the worlds themselves. At which point you might as well leave it on industrial, and build both. This isn't really beneficial in any way unless you're creating buildings for that job as well. All they do is shift the other 10% onto the same job, making that job take 20% less upkeep, while leaving the other one at full upkeep. ![]() Same with Alloy and Goods specializations. The reason for this, is that the "industrial" specialization saves 10% on input, but doesn't actually increase output. The thing is that overspecialization and reliance like that can lead to catastrophic loss if you lose the planet. Only real exceptions being that I tend to make small modifer-less worlds into commcerial worlds, minor tech worlds, and unity worlds.Īlloy and Goods specializations are redundant as overall the amount of bonuses comes out to exactly what you'd get from leaving it on Industrial, unless you're also using the upgradeable buildings and not just districts. Generally whichever district the planet has more of, should decide what type of resource and specialization that world has. ![]() Originally posted by Sko:I usually have small planets up to like 14-15 be tech or refinery worldsĪnd above that I would turn the planet into forge/resource worldsĪlso I play hive mind so I always end up turning my planets into hive worlds, making it easier for me to specialize them Base your specs on available districts, and planet modifiers shown in the little city view window. ![]()
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