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- The best would be if you choose worlds where it's districts alone give a ton of jobs, so you are not relying on building slots for jobs. Ecumenopolis and Ring worlds fit that description.
The obvious issue is that you can only choose one specialisation, so you either miss out on the research focus for ring worlds, the foundry focus for ecumenopolies or the refinery focus.
- Habitats can be a good compromise, especially with voidborn and the additional building slots. You still suffer low jobs, but at least your origin increases the output, making them more efficient, you can basically build them everywhere and few small habitats focused on only refining are not a loss if they have only few pops. Pop controls and stopped growth are necessary here.
- Commerce Megaplexes can help with the job issue. They provide up to 11 jobs for 1 slot and 1 refinery job can support 2 Megaplexes, raising the per building job ratio to 7.66, which is much more than the standard ratio of 4.5 and also provides enough jobs for additional building slots. Obvious downside though is that Trade Value itself is rather useless, all things considered. It doesn't hurt though
- Not specialising to refinery worlds and just build them on all planets in the ratio of 1 : 2 upgrades (or higher, depending on modifiers). That cuts the specialisation bonus, obviously which is bad. On the bright side though is you could in theory build planets somewhat uniformly while still specialising each on 1 output (aside refinery). Can greatly reduce lategame micro since you can upgrade them in batches that last for some decades, helpful if you are really wide and don't care so much for efficiency as long as your planets still grow reasonably and in a controlled fashion
If you're trying to keep your alloy/consumergoods/research/unity planets free of any refineries to maximize their specialization then I'd probably recommend putting these on basic goods specialized planets or ecumenopoli.