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Keep in mind you only need a habitability rating of 40% to colonize, as long as you are fine with a low happiness cap.
Dynamic Ecomorphism, Atmospheric Filtering, Hostile Environment Adaption, Visitors Centers.
All available before/during the midgame.
The only theoretical counter I see is going heavily into mineral production and starting early war with extremely adaptive while you still can pump out more ships. Alternatively, invading some primitives to settle other planets might work, but it's a lot of RNG.
Hiveminds don't care about happiness though, and they are also locked in Bio Ascension by design. So this trait is stronger for them at the start than for any other government type.
Research gives you at most +20% habitability so even with a Visitor Center your pops on "wrong" planet types cap at 65% habitability. No happiness bonuses for them.
Furthermore, getting dozens of planets on the get-go is a bad idea, since you get a 10% research penalty with each planet.
Because anything you conquer will die, so you need to resettle populations to the planets you conquer. And you cannot relocate population unless you have at least 40% habitability. And trusting the tech tree can be risky. So a VERY solid pick for those playstyles.
If you are not playing a purging race, then no, because you don't actually mind having aliens in your empire. Just conquer a race that can colonize different planet types and you're good to go.
I disagree, it depends. It can be bad or not depending on what race and governemnt you're playing. Meet my fleet 4 times as big as yours because of all the additional spaceports
The tech penalty is simply not big enough, provided you also build research stations which kinda keep you afloat anyway.
Seriously speaking, I mostly ignore the tech penalty. The only limiting factor is minerals, as long as you can build ships....
It is also true that more colonies = more territory = more mining stations = more military ships= more fleet power = crushed enemies = more tech.
Of course that's just for a super aggressive playstyle. Other ways of playing are possible, and in fact I often do not play ultra aggressive. But still, it's not true that more planets is bad. It can be if you want to play tall, but it's not a problem otherwise.
Not to mention that you still need minerals to build all those spaceports and fleet. If you lag behind in tech significantly you wouldn't be getting either the best tier mines and powerplants or the larger spaceports, ship designs or ship tech.
Irrelevant, and perfectly negatable by building one lab per planet.
It's about grabbing territory. More territory = more resources (especially with prosperity that makes mining stations cheaper and colony ships built with energy). Unless your species into heavy mineral production, space mining is the way to go. Can do it with ourposts, to a degree, but they are frigile and need constant influence and energy supply (thus private colony ships are arguably cheaper, especially in the long run). What you grab with planets is yours until war resolution. Then it's just a matter of time. Planets will 'catch up', eventually.
As for pop-capped planets... by the time you get that, chances are, every free planet in the galaxy will already be taken. Besides, every settled colony ship = extra pop. So, unless you start turning neighbouring primitives into nutrient paste with default 200 food cap right away, your population won't possibly grow faster.
Research on second-tier mines, powerplants and spaceports is quite achievable in first 10-15 years (it depends way more on rng than research penalty) - those are three separate branches. Since piracy event is guaranteed (except hivemind), you'll also have shields by that time too (if you even want to bother with researching them). Early wars can be won by spamming stock corvettes - no need for upgrades of any kind; by the end you'll have tech you need.
There's so much wrong with this we must be either speaking different languages or playing two different games.
You don't have enough minerals in early game to go around colonizing everything and building mining and research stations all while building, upgrading, clearing tiles on your seven colonies and building throwaway corvettes outfitted with basic tech. Nor do you have adequate energy income to support a large-scale space mining operation.
I am not even going into why putting your planets into sectors in early game and letting sector AI develop them is a terrible idea.
Also 85% habitability is not enough for any type of happiness bonus anyways, so it doesn't matter if you have those resources and traditions or not.
But I guess to each his own.