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One-Product Planet

 One-Product Planet
type
FeatureClass
 One-Product Planet
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One-Product Planet
 One-Product Planet
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OneProductPlanet
 One-Product Planet
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In the Standard Sci Fi Setting, trade is common between star systems. Sometimes a planet becomes so specialized that it focuses on a certain commodity or service. Maybe it's building laser weapons or training doctors. Maybe its building luxury starships or sexbots. Whatever it is, the world trades this resource with other planets, becoming renowned for its expertise in the commodity it exports.
This trope isn't about a single Planetville; It focuses on the "big picture" on how individual worlds interact with each other. Subtrope of Planet of Hats, though any location (a big asteroid, small moon, space colony) can serve as this (and indeed, small, otherwise barren locations make more sense for this than the entire society of an Earthlike planet). Compare/Contrast Single-Biome Planet.
Most SF tales assume Casual Interstellar Travel; it's possible for Slower Than Light ships to transport commodities, but the items being traded would have to be of extreme value to justify the high cost and long wait. It also often crops up if the setting is confined to a single solar system, which is slightly easier to justify as it only requires somewhat Casual Interplanetary Travel.
Well-done versions of the trope will explain that a planet is widely known for its major export, while its other industries are neither profitable nor popular; or, perhaps, the other areas of society are chugging along just fine, but happen to be disdained and ignored by the segment of the population that goes into space and interacts with offworlders. It could also be used for comedic effect, by exaggerating it to the point of absurdity (a Planet of Toasters).
Economics aside, a planet has other values: political, cultural, religious, and a military culture. The importance of the export directly influences the importance of the planet. For example, the Planet of Phlebotinum (the galaxy's only source of the Phlebotinum that powers warp fusion drives on starships) would have a lot of power and economic clout, so expect an armada protecting it. The Library and Data Planet would have political influence, as knowledge is power, but it lacks economic influence and maybe warrants a fleet of space corvettes to safeguard its information holdings. Meanwhile, the Farming Planet would have economic clout due to its role in supplying food to the capital, but lack political influence. The amount of protection a planet needs depends on how much influence they have with their neighbors and with the ruling elite.
May correlate with Multipurpose Monocultured Crop, if the One Product is farmed instead of manufactured.
Planet Types
 One-Product Planet
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 One-Product Planet
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 One-Product Planet
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 One-Product Planet
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 One-Product Planet
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DBTropes
 One-Product Planet / int_247422c7
type
One-Product Planet
 One-Product Planet / int_247422c7
comment
Honor Harrington:
The Manticore System serves as a Gate, housing the Manticore Wormhole Junction which provides Manticore with a lot of economic clout.
Montana's only significant export is stated to be beef, and it is frequently suggested that Montanan beef would command top prices on developed planets in the League or SKM. That said, one wonders how many cows it takes to fill a five million ton freighter...
During the war with Haven Trevor's Star serves as Strategic since its holds a Junction Terminus that would allow Haven access to the Manitcore system. It's also becoming the Capital World of the burgeoning Star Empire of Manticore.
Beowulf in Sigma Draconis is a Science World, noted for being the galaxy wide leader in (ethical) biomedical and genetic research. Given recent developments in the series, it may also become Strategic as well since it also hosts the one end of the Manticore Wormhole.
 One-Product Planet / int_247422c7
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One-Product Planet / int_247422c7
 One-Product Planet / int_25989f70
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One-Product Planet
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Childe Cycle by Gordon R. Dickson: The interstellar economy depends on specialized services, almost to the point of Crippling Overspecialization. Dorsai and the Friendlies provide Military, Ste. Marie focuses on Farming, the Exotics on Health Services, Coby on Mining, Newton and Venus on Science, Ceta on Commercial Services, Cassdia on providing Technical Services as well as mercs. Zombri, otherwise an uninhabited world, is a Strategic location.
 One-Product Planet / int_25989f70
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One-Product Planet / int_25989f70
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One-Product Planet
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The Orville: Moclus is a heavily-industrialized planet and their sole export is weapons. They are able to leverage the importance of their arms industry to kowtow the Planetary Union into accepting their inhumane culture.
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 The Orville
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 One-Product Planet / int_2acb12c5
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One-Product Planet
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Mostly averted in the X-Universe games, but some sectors specialize in only a few types of goods. Asteroid Belt in Terran Conflict mostly produces different types of minerals from the asteroid mines, for example. Because the X-Universe is a Terminally Dependent Society that relies on the Portal Network, numerous one product planets face societal or biosphere collapse when the jumpgate network shut down ("The Dark") following the apocalyptic Second Terraformer War. In X: Rebirth, DeVries is one such system, being an Earth State mining outpost that relied heavily on tech and food imports; when the network collapsed about 30 years ago, the colony faced mass famine and technological decline, and has only recently started to recover.
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Dirigent Mercenary Corps: Dirigent has its entire economy organized around supplying two things: Professional soldiers-for-hire, and weapons.
 One-Product Planet / int_3afdbbc0
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 Dirigent Mercenary Corps
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One-Product Planet / int_3afdbbc0
 One-Product Planet / int_3c65a1d1
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One-Product Planet
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Crest of the Stars: Interstellar travel relies heavily on Gates. During Jinto's and Lafiel's adventures, they visit a Factory asteroid (producing Antimatter) and a Strategic planet, help enforce a planetary Blockade, and later come across a rather civilized Penal world.
 One-Product Planet / int_3c65a1d1
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 Crest of the Stars
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One-Product Planet
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In Shadow Raiders the four planets of the Cluster — Fire, Ice, Rock and Bone — each have one resource that the others need, although at the start of the series they've been raiding each other for years instead of trading.
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One-Product Planet
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Knights of the Old Republic features Manaan, an ocean planet that is the Galaxy's sole source of the medical substance called "kolto", the naturally produced precursor to the synthetic bacta from the movies; being the sole producers of such a critically important substance allows the native Selkath to enjoy both considerable wealth and an untouchable neutral status in the galaxy's continuous wars and struggles. The planet's eventual fate also shows the dangers of being a one-product planet — the more effective bacta eventually supplanted kolto as the galaxy's healing juice of choice, and Manaan's economy and status, highly reliant on the kolto monopoly, collapsed. By the time of the prequel trilogy, the Selkath had regressed to barbarism, and kolto and its importance had been almost entirely forgotten.
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Wing Commander: Privateer put the player in the shoes of a freelance ship owner during a peaceful period of the Terran Confederacy's reign. While the most obvious route to take was killing anything that shot at you, it was entirely possible to make a living solely from trading between the planets, each of which had a specialty. Due to this, each planet would produce certain goods cheaper than elsewhere and purchase some goods for more than other planets.
 One-Product Planet / int_55720656
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Vorkosigan Saga: Komarr serves as both Gate and Strategic for Barrayar since it contains the wormhole route that is the only connection that Barrayar has to the rest of the galaxy. The Hegen Hub is a more general Gate. Beta Colony is Science (of almost all varieties), Jackson's Whole is Underworld Service and Earth is Cultural Capital.
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One-Product Planet
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CoDominium: Alderson Points serve as Gates. During the CoDO era, most worlds were used as Mines, Drug Farms, and Penal Colonies. Many industrialized worlds hired out Military forces as mercs. Latter, more examples, such as Pleasure and Alien worlds begin to appear.
 One-Product Planet / int_674f5fd3
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 CoDominium
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One-Product Planet
 One-Product Planet / int_6de97f03
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Marco and the Galaxy Dragon has a place called the enslavement planet. Take a wild guess as to what they sell.
 One-Product Planet / int_6de97f03
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 Marco & the Galaxy Dragon (Visual Novel)
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One-Product Planet / int_6de97f03
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One-Product Planet
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Partial example in the Escape Velocity series, where bulk commodities can be purchased at most worlds. Usually, among the generics (food, metals, equipment, luxuries, medical supplies) one or two will be cheaply available and one or two will be more expensive. However, in Nova, many worlds have a "special" commodity that is generally only traded at two or three worlds (some supplying it, others demanding it), which are either valuable or just interesting flavor.
 One-Product Planet / int_6e0e351
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 Escape Velocity (Video Game)
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One-Product Planet / int_6e0e351
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One-Product Planet
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An early episode of Farscape deconstructs this trope: Sykar was forcibly remade into a farm world by the Peacekeepers; most native plantlife was almost completely destroyed to make way for vast fields of Tannot root, and every single inhabitant of the planet were reduced to farm-labourers, planting, tending and harvesting the crops. Thanks to the high demand for Tannot root, the farms themselves are steadily being worn out through overharvesting and reduced to barren wastes; the one seen in the episode is said to be the last fertile region of the planet. For good measure, the only thing stopping the Sykarans from noticing any of this is the fact that their food is made entirely of mind-control drugs, and they all believe that every day is the last day before a weekend.
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One-Product Planet
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Stargate SG-1: Most worlds are valued as Mines for rare materials, although Libraries, Big Dumb Objects, Farm worlds, Forbidden worlds, and Superweapons make appearances.
 One-Product Planet / int_70814599
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 One-Product Planet / int_70814599
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 Stargate SG-1
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One-Product Planet / int_70814599
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One-Product Planet
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A Planet Called Treason: Variant of this trope on a planetary level, where each Region on the planet are Service providers, specializing in different areas: Biology, Theology, Genetic Engineering, and Acting, to name a few.
 One-Product Planet / int_72e00a2f
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 A Planet Called Treason
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One-Product Planet
 One-Product Planet / int_7559ae0b
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Dune: The eponymous planet is a Phlebotinum Monopoly, with Giedi Prime a Factory world, Ix and Richese are Science worlds, Tleilax is a Biological Science world, Caladan is noted for Farming and Fishing, Kaitain is the Capital, Salusa Secundus is ostensibly a Penal colony but also a Military world. Tupile is a Service world, providing protection for exiled families. Both Ix and Tleilax cross over with Underworld in that much of their science borders on the illegal and probably would have led to them being sanctioned if not for their products being that useful. Ginaz is a Military world, training swordmasters for the various Houses. Swordmasters of Ginaz were instrumental during the Butlerian Jihad.
 One-Product Planet / int_7559ae0b
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 Dune (Franchise)
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One-Product Planet / int_7559ae0b
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One-Product Planet
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Fiorina from Alien³ only has a closed down prison inhabited by a few prisoners who won't leave. Aliens implied that planets with breathable atmospheres were rare due to the effort they went to terraform Acheron.
 One-Product Planet / int_7a7a1a46
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 Alien³
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One-Product Planet / int_7a7a1a46
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One-Product Planet
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Avatar: An example of interstellar commerce with STL craft. Pandora is mostly valued for its Phlebotinum Monopoly, though it has an Exotic Alien society and ecosystem.
 One-Product Planet / int_7b039953
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 Avatar
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One-Product Planet / int_7b039953
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One-Product Planet
 One-Product Planet / int_7d8c61a2
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Star Wars: The Old Republic features this with Quesh. The one reason the Empire and the Republic are interested in this planet? The Quesh Venom can be refined into useful adrenals. This is also the only reason that the Hutt Cartel is expressing any interest in the planet as well. Also justifies it's status as a one product planet as the Quesh Venom has devastated the environment and it's a horrible pollutant. The can't really have an economy other than Quesh Venom.
 One-Product Planet / int_7d8c61a2
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 Star Wars: The Old Republic (Video Game)
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One-Product Planet
 One-Product Planet / int_7de8951a
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Zig-zagged in Traveller, planets have trade codes similar to the categories listed above, but most export more than one product.
 One-Product Planet / int_7de8951a
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 Traveller (Tabletop Game)
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One-Product Planet / int_7de8951a
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One-Product Planet
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Star Realms: Several bases are named for their primary function or purpose. For example, Brain World houses one of the Machine Cult's supercomputers. Barter World is an outpost for trading.
 One-Product Planet / int_7efcefbb
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 Star Realms (Tabletop Game)
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One-Product Planet
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Mobile Suit Gundam SEED: ZAFT's colonies were arranged in this manner, with one group focusing on Farming, another on Information Science, another on Chemistry, and so on.
 One-Product Planet / int_7f87dafc
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 Mobile Suit Gundam SEED
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One-Product Planet
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ConSentiency: With the development of Jumpdoors (acting as Gates), traveling between the stars is so causal there a planet devoted to a single service: Beautician worlds, Honeymoon Worlds, even Gynecologist Worlds. Dosadi is part Penal and part Science World, where every inhabitant is part of a massive experiment.
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 ConSentiency
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Star Trek:
Earth serves as the Federation capital, though oddly enough is unprotected in many movies. Mars is best known for the Utopia Planitia Shipyards, though it has a Terraforming industry as well. Risa is a Pleasure Planet, Rura Pente is a penal world, and there are various Unobtainium mines, Big Dumb Objects, Forbidden locations, and Exotic places. Memory Alpha is a Library world for the Federation, though we only saw it during construction.
The "single resource mining planets" might be justified. Since replicator technology can accommodate most of the Federation's needs, there are only a few resources (like Dilithium Crystals) that they need to bother looking for on other worlds.
Star Trek: The Next Generation shows us the trope in action. In the episode "Symbiosis", one of the two planets of the week produces nothing but a narcotic which the other planet believes is a cure to a virulent plague (whose symptoms just happen to look exactly like withdrawal). Deconstructed — the providing planet used to have a broader commercial base (it was the poorer and less developed of the pair, but still a full civilization), but the profits of the drug were tempting enough that gradually other industries fell out of use over the generations until both sides were effectively addicted — the buying planet literally, and the selling planet by being dependent on selling the narcotic to keep society running. The system ultimately collapsed when their technology regressed to the point that they couldn't maintain their spaceships (and the Enterprise declined to enable them by fixing them).
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One-Product Planet
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Zig-zagged as well in BattleTech. Many of the various planets in the setting are known for producing and trading a number of goods. It is not uncommon for a planet to export food, raw materials, and consumer goods, for instance, while importing alternative versions of the same to give the populace some variety. At the same time, however, some planets are singularly focused on one product or group of products to a point that is almost comical. For instance, no one goes to Hesperus II to buy foodstuffs, because every single industry on the planet is tied to either supporting the giant Defiance Industries BattleMech factory on the planet or protecting that factory from invading armies. Exaggerated in some fanworks, where even the aforementioned factory, a diverse manufacturer of war materiel, is stereotyped as producing nothing but Zeuses and Atlases.
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When Kalgan is introduced in "The Mule", it is as a "producer of pleasure" and "seller of leisure". However, as the Mule begins his interstellar campaign of conquest, it becomes his headquarters and political capital. The Mule's Villainous Legacy means Kalgan remains military-focused until "Search by the Foundation", when the Foundation is forced to conquer them.
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Foundation Series:
When the series begins, Trantor is a City Planet and the political capital of the entire Galactic Empire. However, as the empire decays into nothing, Trantor is Sacked (see "The Mule" and "Trantor Falls" for details). To recover from their loss of wealth and infrastructure, the citizens of Trantor transform their world into a farming planet and export their crops and their incredible reserves of scrap metal. However, "Search by the Foundation" reveals that a small group of these citizens are actually the Second Foundation, who is secretly controlling the Foundation from behind the scenes.
Terminus is initially established to produce an Encyclopedia, so their "one product" would be science. However, Seldon planned the location and timing to ensure that after only a few decades, the Foundation would be producing a Scam Religion to spread their science to the neighboring nations. This turns them into a Holy City as well. They gradually transition from a fake religion that has suborned the political organization of their neighbors to a trader culture with Terminus as a real political capital in charge of their neighbors.
When Kalgan is introduced in "The Mule", it is as a "producer of pleasure" and "seller of leisure". However, as the Mule begins his interstellar campaign of conquest, it becomes his headquarters and political capital. The Mule's Villainous Legacy means Kalgan remains military-focused until "Search by the Foundation", when the Foundation is forced to conquer them.
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Spoofed in Stingray Sam with Durango, a Planet of Rocket Builders which after an economic slump turns into a Planet of Criminals and then a Planet of Prison Factories (in which they build rockets).
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To the Stars: Invoked. A Big Brother-like Earth lords it over interstellar colonies set up to be totally dependent upon each other. Since each colony requires numerous goods (which they are never allowed to stockpile) each made only on one of the other colonies, it would be impossible for a revolt to succeed unless every colony did so at once. Which they do. Not only are the planets set up this way, but their cultures are also custom-designed to reinforce this setup.
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Gaunt's Ghosts: The forest planet Tanith was, when it still existed, a major exporter of high-quality wood.
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Fading Suns: Uses the trope, with many different examples. For instance "Urth" is the Holy center of the Urth Orthodox church while the Imperial Capital of Byzantium Secundus is a Gate nexus.
 One-Product Planet / int_a1970a85
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 Fading Suns (Tabletop Game)
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Game of Thrones: According to Tywin, each of the houses of the Westerlands contributes a unique skill or service to further the whole of the region. House Clegane provides fierce knights and warriors, particularly Ser Gregor the Mountain and Sandor the Hound. House Payne provides loyal servants. Finally, House Lefford guards the main mountain pass into the Westerlands, though Tywin muses that because of the Starks' incursions into the region, "perhaps [we] need a new gatekeeper."
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 Game of Thrones
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Invader Zim: The Irken Empire from Invader Zim has conquered numerous alien planets to give them a convenient specialization. Some examples: Blorch, the new parking structure planet; Callnowia, the mail order planet, along with Conveyor Belt Planet for shipping; Conventia, the convention hall planet; Foodcourtia, the food court planet; etc. They have so many they don't even really have a plan for new planets until they conquer them and wipe out the lifeforms present, then they just decide on a whim what kind of new planet might be handy or fun.
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Slime Rancher has your employers take you to the Far, Far Range, an Exotic/Farm variety of the trope that features plenty of slimes that you're meant to catch and feed in order to obtain their plorts, which are stated to be used for so many utilities, resources, and other needs for the human populace. The Far, Far Range does contain many more wonders than just slimes, including crystals, ancient ruins and flora, lemons that can somehow phase through reality, and portals, including one to a desert full of natural glass structures and wells of ancient water, your employers only care about one thing: The plorts. For that reason, plorts are the sole resource you can directly sell for money.
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The Hitchhiker's Guide to the Galaxy, to the point that some planets now have commodities growing naturally on them such as a swamp planet with mattresses that get slaughtered and dried to be slept on. Another planet has tools that grow on trees.
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Warhammer 40,000: Many worlds are known for what they produce to feed to the Imperium's war machine, with Forge worlds producing complex technology from materials supplied by Mines, Agriworlds producing food for Hive worlds, Hive, Knight, Feral and Death worlds providing different kinds of Military forces, Holy Terra being both a holy Capital of the Imperium and the human Homeworld, and Cadia being a Strategic world. Needless to say, most worlds serve as settings for War at one point or another.
Hive worlds produce a lot of different products, although they're best known as a source of Cannon Fodder for the Imperial Guard.
Numerous Shrine Worlds besides Terra serve as Religious Centers.
Feudal and Feral Worlds are Primitive, being former colony worlds which regressed to either agricultural or stone-age levels.
Numerous Lost human colonies exist, most dating back to the Dark Age of Technology, which are found and incorporated into the Imperium from time to time.
Numerous planets on the Imperium's frontier, where the Imperial law isn't fully settled in, act as New worlds.
Various worlds are Quarantined by the Imperium for a number of reasons, ranging from Chaos or Necron outbreaks to matters of Imperial security.
Many worlds are under the control of aliens, chiefly Eldar, Tau, Necrons or Orks.
T'au serves as both the Capital of the Tau Empire and the Homeworld of the Tau species. Also within the Tau empire are Pech and Vespid, the Homeworlds of the Kroot and Vespid species.
Now that being said, the vast majority of planets in the Imperium are classified as Civilized Worlds. Which mean that they are or are mostly self-sufficent and produce at least some goods of various types for export. But they don't get as much attention as fighting to protect a strip mall in the war torn future isn't nearly as compelling.
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Doctor Who has featured many such examples. "Silence in the Library" takes place on a library planet. Satellite 5 is a Service station providing news and a Capital for the true rulers of the Human Empire. Billions of years in the future, Earth is a cultural and historical center.
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EVE Online usually subverts this, there are usually a wide variety of goods available at a given market.
while this is true for the stations in the orbits, with the planetary interactions and the general Single-Biome Planet, many players play this straight: get a temperate planet as factory world to make tier 3 or 4 products, while the other planet types often make mine worlds to get the supply for the temperate one.
Also about the moons, as you can only have only one POS (Player Owned Station) in their orbit: some are deathstars loaded with weapons, others have factories or science facilites, and others are just there to mine the moon if it holds valuable resources.
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Empire Star: Comet Jo's homeworld exists only to produce a plant called plyasil. Everyone living on the planet is either involved in plyasil production or in supporting the people who produce the plyasil.
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Retief has the CDT sent on various Alien/Developing worlds, often trying negotiate with the natives. Such worlds are often caught between the cold war of the CDT and the Groaci, who vie for political influence.
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Andromeda has several prison planets and a planetary system that accepts garbage from other systems.
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The Hunger Games: Districts in the series function like this. Each has one and only one job to do (such as District 12: coal mining, or District 11: agriculture), all of which support the Capitol.
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Battlestar Galactica (2003):
The Twelve Colonies of Kobol are set up as such. Aerilon is the breadbasket of the colonies. Caprica is the capital and cultural Center. Gemenon is a holy center. Libran is known for its lawyers. Picon has strategic value (the Fleet HQ is located here), and a cultural center since it's used as a substitute for Caprica in entertainment. Scorpia has shipyards, and Tauron is another farm center. Following the fall of the colonies, the rag-tag fleet's economy is set up like this. Justified, in that only certain surviving ships were equipped for certain functions.
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Rocket Raccoon of the Guardians of the Galaxy is from Halfworld, which was founded as a medical/psychological patient dumping ground. To ensure the patients' security and comfort without requiring anyone to actually have to treat them, the creators uplifted some typical cute and cuddly animals to sentience to act as their orderlies (though the animals weren't told their purpose), Rocket being one of them.
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In Astro City, the world of the Quiqui-a trades their grain Jhef with other planets.
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Hammer's Slammers: Several Farms and Mining Worlds were apparently set up this way so new colonies couldn't become economically independent. Occasionally, the protagonists end up fighting in Big Dumb Objects or against Aliens.
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The planetary economy system in Stellaris didn't start out this way (what you wanted a planet to produce was entirely up to you), but constant gameplay overhauls and expansions gradually shifted it in this direction. You can still mix and match any world's productive output however you like, but now it is much more efficient to specialize them instead. Almost every resource (energy, minerals, food, alloys, consumer goods, etc.) has special buildings that provide considerable bonuses to the output of the resource they're dedicated to, but all of them are expensive to maintain, so it's generally better to build as many as needed, but as few as possible. Officially classifying a world as an agri-world, a forge world, a fortress world or the like improves their effectiveness even further, especially if you carefully choose which worlds you settle based on their natural deposits. This way you can set up planets entirely dedicated to trade, mining, food production, scientific research, army recruitment, or as near-insurmountable military roadblocks whose ground defenses can halt invasions into your empire for years all on their own.
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In the Myst/Uru franchise, many Ages served a single economic or social function, often quite narrow. For example, the Age of Teledahn was farmed for a type of fungal spore used in D'ni cuisine.
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Star Wars Legends: In the Jedi Academy Trilogy, Carida is dedicated to the single and solitary purpose of training soldiers and officers for the Imperial army. Its extensive military academy is its sole settlement of note, and the rest of the planet is dedicated to training facilities and wilderness areas for hostile climate exercises.
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Scrap Mechanic is set on a dedicated agricultural planet, staffed primarily by robots to reduce costs and the need for human presence. One can guess where that eventually went.
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Babylon 5: There is a brief mention of a Disneyplanet, and the Centauri Republic colony world of Ragesh 3 is identified in discussions as an agricultural colony.
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The G1 Transformers cartoon gave us Monacus the gambling planet, Junkion the landfill planet, and Torkulon, a psychiatric hospital planet (which was implied to be only one of several similar worlds).
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Star Trek: The Next Generation shows us the trope in action. In the episode "Symbiosis", one of the two planets of the week produces nothing but a narcotic which the other planet believes is a cure to a virulent plague (whose symptoms just happen to look exactly like withdrawal). Deconstructed — the providing planet used to have a broader commercial base (it was the poorer and less developed of the pair, but still a full civilization), but the profits of the drug were tempting enough that gradually other industries fell out of use over the generations until both sides were effectively addicted — the buying planet literally, and the selling planet by being dependent on selling the narcotic to keep society running. The system ultimately collapsed when their technology regressed to the point that they couldn't maintain their spaceships (and the Enterprise declined to enable them by fixing them).
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The following is a list of statements referring to the current page from other pages.

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Apathy Index
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Settings
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Speculative Fiction Tropes
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