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Terraforming cost to much energy and time.
But perhaps other people use it ...
Gene modding: Once you have the 40% threshold for colonising, just colonise the planet and change their climate preference with gene modding. An easier way is to colonise a Gaia world if you can and gene mod that population, then colonise new planet types.
Droids/Synthetics: They have 100% habitability anywhere, and can be used to colonise new planets. Robots cannot colonise.
Uplifting pre-sentients: If a planet your species cannot colonise is in your empire and you have the tech to Uplift them, you can do that to get a new species with a new climate preference.
Pre-FTL civilizations: Either Infiltrate, conquer, or Enlighten then Integrate them to add them to yuor empire. Especially useful if they are a different climate type to your own species. They need to be within your borders to Infiltrate or Enlighten, but you can conquer them from anywhere assuming you can meet the influence cost (same as colonsing). You can usually get away with one or two armies depending on how advanced they are. They do not have fortifications so you don't need to bombard. I usually bring one army per army they have to be sure, plus it helps keep down on Unrest once you conquer them. Other empires will be displeased at you for conquering primitives, though. Newly conquered primitives cannot be used to colonise due to the 'Stellar Culture Shock' debuff, which lasts longer the more primitive they are. For Stone Age it can last nearly a century, for Early Space Age it lasts just a few years.
Multiculuralism: Usually requires a Gaia world or otherwise already having colonised a planet to their liking within your empire before they'll accept a Migration Treaty. But once you do and you start getting immigrants, then you can use these other species to colonise.
Annexxing new species: Go to war with wargoals to cede planet, or get someone to be your vassal and integrate them. Voila, new species to colonise with.
Also, under the current build, Terraforming a planet that is already colonised (requires additional tech) will screw up the tile bonuses. The next patch SHOULD fix that.
But next build, they are changing how habitability works.
The only world type really worth terraforming is Tomb Worlds, unless you have a species with the Tomb World Habitability, or a pre-sentient with the Irradiated trait.
IIRC 2000 credits is what it is to convert a planet to a different type within the same climate (EG tropical to ocean). It costs a base of 5000 credits to convert the planet's climate, and a base of 10,000 credits to convert it to a Gaia world.
When you factor in that gene modding costs nothing other than bio-research time, and takes MUCH less time than terraforming, it begins to show the downside of terraforming.
Even the Xenophobe faction that dislikes gene-modding only gets like a -5% opinion for gene modding.
Though I did forget about the tile blockers, which depending on the planet, can pay for itself.
I'm not knocking gene-modding; I'm saying that at some point you won't really be doing anything else with the credits you use on a terraform, and that you can pretty easily terraform a world or three in the time it takes you to do the necessary research to start gene modding. Plus, from what I understand of it, you can only apply a limited number of modifications to your species. Terraforming allows you to add other beneficial gene mods instead of having to use trait points on adaptibility perks or climate preferences.
If you have Leviathans and aren't playing Devouring Swarm/Fanatic Purifiers (which in themselves require Utopia), you can use Energy Credits at a Merchant Station to buy Minerals at a cost of 2 EC per 1 Minerals.
But otherwise, there is very little to spend ECs on. Private Colony Ships are cheap even in the early game. Tile Blockers can be expensive early game, as well as Robots, but later on even those espenses are pitiful.
With 100% happiness you will have more minerals, more energy, more research, more food.
I am going to guess that many people who are calling terraforming expensive are the people who keep 1 million plus fleet power fleets online even when the fleet power of the next highest fleet is 250,000 or less. I earn enough energy per month that I can terraform a planet into a Gaia planet every 2-3 months.
Hm - in my games this situations doesnt exist ...
Curator Research and Artisan Bonus every 3600 days. The energy I dont use for this, I trade for minerals to build more ships - and buy the strategic ressources.
In addition I don't like to colonize planets after the year 2250 because they take to long to pay off. My important core worlds should have their capital at this time. In 2300 my planets have to be "ready" ...
I tested the terraforming perk and even then, the planets took to long ...
yea, I have 1 million of fleet in 2400. At this point the game is won and I wait for the end game crisis. There is no need to terrarform planets at this point.