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Resettling is more efficient, but depends on basic resource production, since that is what mostly suffers.
As long as you shore up and resource deficits that result from the buildings that you want to build on your worlds you should be good.
I hope this helps!
If you want to go Wide, as in capture lots of systems and colonize lots of planets, you want to focus heavily on Minerals and Alloys to fuel your Fleets and expansion needs. Secondly Consumer Goods and Rare Resources. You will need the former for your planets and the latter for all sorts of advanced buildings as well as more technologically advanced ship modules.
If you wish to go Tall, as in expand up to your Administrative Capacity limit with few planets, you might want to focus more on Consumer Goods and Research. Early on I would still build a second Alloy Foundry for quick fleet replenishment, as you will still lack the technological edge. Later on, I push Consumer Goods to fuel my Research Labolatories. Alloys are still important, as they are the resource for construction of all of the Megastructures as well as needed to upgrade your fleet. But in this gameplay you can go much lower on Minerals, as you won't be needing them to construct Mining and Research Stations as you push your boundries out.
Overall, the starting strategy I have:
- use the first building slot for the Autochton Monument
- use the second building slot for a second Alloy Foundry
- keep expanding the systems to capture key chokepoints into my space
- build districts based on what I need and what systems I have in proximity, to cover the areas I am lacking in
Surplus food can be sold, but better yet, you can change your food policy to "Nutritious Plentitude" as well as use the planetary Decision "Encourage Planetary Growth". They will boost your Pop Growth Speed by 20% total.
TLDR:
Wide - Minerals & Alloys > Food & Consumer Goods
Tall - Alloys & Research > Consumer Goods & Food > Minerals