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That being said, there are better and worse options, resource limitations, and differing racial and planetary effects that may play into your priorities,but at least a few production boosters can go a long way anywhere. Cash(Dust) boosters are often critical unless you have wide access to cash-boosting luxury.
Also, your tactical and strategic situation. Far away from the enemy, military buildings are often a low priority. Anything that produces FIDSI is probably worthwhile.
One good thing is, that if a building is totally useless in a system, the game deletes it from the options (and will re-add it if the situation changes)
In yet another twist, there are even some secret buildings, such as the Stim Camp, that can totally revalue other buildings. The Stim Camp, as an example, gives 10% of manpower as industry, so most of your military buildings are now ALSO production boosters. Vaulters and Empire can really have fun with this, and even more if you win the contest to get the bonus defence tech (I think it gives 750 manpower or something by itself)
Your build choices affect politcal strength of different parties, so pace your improvements to control this.
At the same time, for the races you have in a given system, your build choices will be more acceptable depending upon how predisposed they are.