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ringworld - best for researchers
gaia world - best for basic resources
they are best for machines and hives except ecumenopolises and ringworlds
and ideal habitability
ecumenopolis.. good enough for early game and great for mid-end game
gaia world.. one of the worst..
machine worlds are the ultimate best, and the only start i use while playing machines
not origins
IE, if someone names an arid world but for virtual pops or something, whatever combination works for you.
was wrong
This already wins because of the extra production, and the number of jobs you get per colony from districts. Ring Worlds clearly lose here because they get no production bonuses and significantly less jobs. They cannot have an Orbital Ring either.
With plenty of surplus minerals, you can even switch to the standard designation to get free Trade Value and reduced district and building upkeep.
2. Trade - Ecumenopolis w Corporate Hedonism
The Hedonism Civic effectively turns Entertainers into greatly upgraded Traders. So the Leisure Arcologies become extremely powerful. Again the Ring World loses here in every category.
3. Unity - Ecumenopolis or Machine World
(depending on empire type you only get either, Ecu is better by several magnitudes)
4. Research - Ring World
You not only get the most research jobs in one place, but the designation gives a base +15% (compared to +10% from a Research Habitat) so this wins in both categories against the Ecu after planetary ascension. The designation giving extra pop growth and assembly can be added, but often doesn't weigh a lot due to Pop Growth Scaling.
5. Energy / Food / Minerals - Not relevant due to Arc Furnaces etc.
(Empire builds relying on farmer planets are not competetive)
Catalytic anglers have entered the chat.
Seriously though, best in class discussions are like watching BG3 character builds that use every item available in a game with a finite story. IE sure you can make the build, but you'll be done with the game an hour later anyways.
The short answer is any of the special worlds are going to be better than your base worlds. Getting access to them sooner is going to boost your economy significantly.
For planet types, Eccumenopolis worlds just pump out tier 2 resources like mad. They also, being a planet benefit from orbital ring bonuses. Boosting their output significantly.
Gaia worlds give a decent boost, and have basic resources available to them however like normal planets districts are limited to planetary features. With the right civic combos they can be stupid strong. Idylic bloom / Planetscapers for example.... but you'll need to build around using them to get them to the same output other special planets can reach.
Nanite worlds are basically machine worlds / hive worlds, only they can be used by normal machine empires. They get the same base bonus to output that Gaia worlds do but are district unlocked. They also produce nanites. Again they're also planets meaning they benefit from orbital ring bonuses on top of their base bonus.
Habitats are finicky, expensive, and you have to have the resource/research deposits to make them work. That said they're great for trade, or food, or fortresses and you can build one in every system if you want to.
Ring worlds have the highest base bonus, And can build research districts like habitats, but you can only build one ring world yourself and it requires a late game technology and an ascension perk to do so. Their base bonus is actually only that high because the orbital ring bonus planets typically get is baked into the it. Habitats do not get he same treatment, which is why Ring worlds are better for research.. Unless you're using shattered ring as an origin, it's not worth banking on them. Since by the time you can build one it'll probably just be gravy for your empire rather than the clutch acquisition you need to win.
Honorary mention Ocean worlds: Aquatics get sufficient bonuses to consider them as special world build. With hydrocentric perk your production is going to be on par with a Gaia world along with some additional bonuses. Paired with Catalytic production and anglers you basically get an empire that produces more alloys per job on a planet with no agri-district cap, allowing you to have just farming and alloy worlds without the need to specialize any planets into CG. Though if you're a Megacorp you're probably getting your CG from trade anyways.
Point is to play what makes you happy because there's only a handful of builds that are genuinely terrible. The rest are all viable or better with enough skill and willingness to play whatever RNG sends your way.