Follow TV Tropes

Following

Context Main / OneProductPlanet

Go To

1->'''Data:''' Fascinating. Your society is dedicated exclusively to the production of a single product.\
2'''Picard:''' A product for which you have no use for, but which the Ornarans can't live without.\
3'''Langor:''' One of the little ironies of life, Captain.
4-->-- ''Series/StarTrekTheNextGeneration'', "[[Recap/StarTrekTheNextGenerationS1E21Symbiosis Symbiosis]]"
5
6In the StandardSciFiSetting, 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 {{sexbot}}s. Whatever it is, the world trades this resource with other planets, becoming renowned for its expertise in the commodity it exports.
7
8This trope isn't about a single {{Planetville}}; It focuses on the "big picture" on how individual worlds interact with each other. Subtrope of PlanetOfHats, 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 SingleBiomePlanet.
9
10Most SF tales assume CasualInterstellarTravel; 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 CasualInterplanetaryTravel.
11
12Well-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).
13
14Economics 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 [[{{Technobabble}} 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.
15
16May correlate with MultipurposeMonoculturedCrop, if the One Product is farmed instead of manufactured.
17
18!Planet Types
19[[foldercontrol]]
20
21[[folder: Main Locations]]
22!!!Capital
23
24Political center of an interplanetary or interstellar government, it hosts the [[{{Adminisphere}} legislative and administrative buildings and a coterie of bureaucrats, politicians, lobbyists and diplomats]]. As such, the characters are always holding discreet side meetings and negotiations and the halls of power are filled with intrigue (and possibly backstabbing). The [[ShiningCity gleaming towers are the apex of culture and power]], but they also harbor [[DecadentCourt the rot of decadence and corruption]]. This world is highly valued, so expect it to be well protected...unless no ships are available due to being pulled away for a far-flung space battle. Capitals of various space Empires tend to be [[CityPlanet highly urbanized]] and thus depend on imported food and other resources, a weakness that beseiging enemies may exploit.
25
26!!!Exotic
27
28Offers [[MinovskyPhysics scientific curiosities]] and unusual matter (monopoles, antimatter, mini black holes), or a site of strange astronomical happenings (such as wormholes or black holes). If extra-terrestrial life is rare, then worlds with alien biospheres would be of interest. Scientists and MegaCorp firms would love samples of strange matter, or get a chance to observe such [[NegativeSpaceWedgie strange phenomenon]].
29
30!!![[IndustrialWorld Factory]]
31
32Center of industrial mass production. Presented as [[NightmarishFactory industrial nightmare-scapes]], with [[PollutedWasteland polluted skies]] and [[MegaCity large]] [[IndustrialGhetto crowded, grimy cities for workers]]. Its products can include mining raw resources, refining or heavy industries, but whatever they manufacture, but it's often intermediate goods like metal for spaceship hulls rather than high-tech gear. Focused more on [[TheEngineer production/engineering]] rather than research, as the scientists can't live and work on such a sooty, grimy planet. Often ruled by tyrants or a MegaCorp [[OneNationUnderCopyright corporatocracy]].
33
34!!!Farms
35
36Grows crops and raises animals on an industrial scale. This is no idyllic {{Arcadia}}; expect fields or greenhouses as far as the eye can see, tended to by huge machinery and robots. There are typically two types:
37#[[AgriWorld Worlds that only produce foodstuffs]] to feed planets and places that can't produce enough subsistence, such as urbanized worlds or space stations. They are valued as food producers, especially if the [[CripplingOverspecialization importer is totally dependent on them]], but in a big system, the rulers may have multiple options for agricultural planets. If a system is dependent on one agricultural planet, it can become an AchillesHeel, liable to be attacked or destroyed by enemies or LaResistance. Often rural , but industrial-scale built-up regions of hydroponic bays and protein vats are used in some works. Can be large tracts of cultivated land, or water farms for aquaculture on oceanic worlds.
38#Planets which harvest an [[AppliedPhlebotinum important crop that has unique attributes]] that are important to a society. Such flora or fauna could be used for medicinal uses, especially if it's a drug or it may interest the military if it can be used as a bioweapon. Then it would be more profitable than a world that exports meat or soy. Such farms tend to be a dangerous HungryJungle or death world. They may be a PastoralScienceFiction planet with a beautiful {{Arcadia}}; in this case, the peaceful rural inhabitants may be against the rapacious harvest of their flora and fauna by TheEmpire, so it plants the seeds of LaResistance...
39
40Such worlds are usually peaceful, but they may be run by a MegaCorp which crushes all dissent. They can become unstable if the political situation changes. The local folk are [[CultColony religiously devout]], originally settling such worlds to seek ascetic lives. The home of many a [[FarmBoy young]] adventurer and military [=/=] mercenary recruit - life on a farm world lacks excitement, and encourages wanderlust. Commonly [[MetalPoorPlanet metal poor]], justifying why they don't have much industry.
41
42!!![[ForbiddenZone Forbidden]]
43
44Location that is so dangerous due to toxic fumes, unstable atmosphere or predatory aliens that no one visits, except when {{Space Marine}}s escort in a research team to get samples or for a single BleakBorderBase. Could be a LostColony destroyed by plague, virus or [[HordeOfAlienLocusts infested by alien locusts]]. Whatever the reason, the planet is [[GhostPlanet no longer of any value]], covered in AbandonedArea ruins or wasteland. Only [[ForbiddenFruit profit-seeking adventurers]] and the VenturousSmuggler would willingly travel to these risky worlds.
45
46Even though it's officially forbidden, TheEmpire or a MegaCorp may have a BlackSite here to do off-the-books research or test the use of exotic, dangerous resources.
47
48!!!Gates
49
50Point or area where a [[OurWormholesAreDifferent wormhole]][=/=][[CoolGate stargate]][=/=][[NoWarpingZone minimum hyperlimit]] exist that facilitates [[FasterThanLightTravel FTL transport]]. Vital for rapid transport (unless you want to slog for centuries across space in a GenerationShip), and in the cases of a PortalNetwork, a chokepoint.
51
52!!!Military
53
54Exports well-trained [[PrivateMilitaryContractors Mercenaries]], coming in two varieties:
55# SuperSoldiers who are upgraded with more strength and abilities. They live in a spartan, strict military culture and a harsh environment to toughen them up and hone their skills.
56# CannonFodder, lower-skilled, poorly-trained soldiers hired out for reserve duty, filling out dangerous front-line units and garrison forces for that BleakBorderBase where no other units want to serve at. This planet has nothing else to sell other than its unemployed, low-skilled labor.
57
58Along with these, various settings have specialized forces: armour warfare, Special Ops, sapping, urban warfare, etc. Life on these worlds tend to be tough, and often produces [[ProudWarriorRaceGuy prideful fighters]]. Could be ruled under the military or an authoritarian society. In fiction, there are plenty of [[LibertariansInSpace Libertarian cultures]] that don't mind setting up such worlds, as long as they are profitable.
59
60!!!Mines
61
62Harvests natural resources, often rare metals, minerals, or gases needed for industry. Like the Factory Planet, it is gritty and polluted, with huge tailing ponds and rivers choked with filthy waste.
63
64The influence of a mining world is dependent on what it gathers. A world mining tin isn't going to be much value. However, a planet collecting Helium-3 (which can be used for fusion reactors) or a rare isotope is going to be richer and better protected. Such places can range from terrestrial planets to asteroids to gas giants.
65
66As business concerns, they're [[CompanyTown run by whoever owns the mines]]. Governance varies, according to the importance and value of the resource. If the planet produces a low-value resource, life tends to be hard and gritty and the people will be poor, except for the higher-skilled machine operators and technologists. These planets are another good source for military recruits - many people sign up for off-world service to escape the harsh, polluted environment or receive better pay. If the planet produces a rare, valuable resource, MegaCorp firms, governments and military organizations will have a vested interest in law and order to ensure good productivity, so there will be better governance and life will be better for workers, as they can get better pay.
67
68!!!New World
69
70Planet that is newly discovered and up for grabs. Expect [[DeterminedHomesteader new settlers]] or folks fighting over the planet. If TheEmpire hasn't established a BleakBorderBase and a garrison, there may be factions of LaResistance and a WildWest lawlessness. Such worlds may have future potential as exporters, but when newly discovered, they have little to export and much to import, due to a lack of infrastructure. If settled, frontier towns are likely. Local government is minimal at best, and may be a mix of local tyrants and warlords with a few administrators and law enforcement officers. Because of the lack of infrastructure, these new colonies tend to be [[EasilyConqueredWorld easily conquered]] and unstable.
71
72!!!{{Penal|Colony}}
73
74Dumping grounds for "discontents, dissidents and troublemakers". Expect these worlds to be unpleasant at the least, and at worst, harsh and forbidding. Can range from razor-wire-fenced work camps to large fenced-in communities of prisoners around a factory or mine. In some cases, prisoners are just dropped into the lawless wastelands, with no fences; in this case, the harsh planet ''is'' the prison. If these worlds export anything, it's products of slave labor or raw resources. If governed, it would be by the prison administration (authoritarian and harsh by necessity). There will be a spaceport for [[{{PrisonShip}} prison transport spaceships]] and supply drops. There will be a [[BleakBorderBase fortified garrison]] to protect the guard quarters, and warden's residence and other infrastructure from a prison uprising.
75
76!!!{{Pleasure|Planet}}
77
78Places for tourists to visit and relax, often paradise worlds or something akin to Las Vegas or a brothel in space. Mostly, it is [[VacationEpisode a place for the protagonists to relax]], especially if there's [[BeachEpisode beaches]]. Not likely to be a major target, unless it's a strategic location or [[FriendlyTarget attacked for symbolic reasons]].
79
80!!!Science
81
82Known for its [[ForScience research and development]], and its state-of-the-art technology. The natives [[TheSpock value logic]] and ruled by technocrats. Home to a lot of [[RuleOfCool cool gadgets]], [[FuturisticTechIndex new technology]], and [[GadgeteerGenius various scientists]] ([[MadScientist mad]] or [[ScienceHero otherwise]]). It may be run by a MegaCorp, a government or the military.
83
84!!!Service
85Instead of production, these worlds focus on training and providing professionals. Common in [=SF=] are:
86##Medical: Devoted to healing others in body and mind. Includes Doctors and Psychologists.
87##Education: Known for their universities and training centers.
88##[[MerchantCity Financial]]: People who work with money, including loaning, banking, trading, escrow agencies, etc. Often ruled by {{Merchant Prince}}s.
89##Military Support: The supreme headquarters of the armed forces, academy for the fleet's officers, and boot camp for the army's troopers.
90Other services can include lawyers, intelligence agents, engineers, beauticians, etc. May also produce items of great importance to these services, such as instruments if the planet is known for its musicians.
91
92!!!Shipyards
93
94Places to build spacecraft. Since ships are vital to an interstellar empire, the yards are vital industries and military assets. Often military/government operated.
95
96!!![[WretchedHive Underworlds]]
97
98Planet notable for its black market products and services. With enough money, one can hire [[{{Criminals}} thieves, smugglers, and assassins]]. Otherwise, one can purchase slaves, illegal technology, and other contraband. The items provided by an Underworld need not be illegal, but merely taboo. Such locations are commonly seedy and [[TheOmniscientCouncilOfVagueness ruled by those in the shadows]].
99----
100[[/folder]]
101
102[[folder: Unique Locations]]
103!!!BigDumbObject
104
105Artifact of {{Precursors}}, often a massive construct such as a DysonSphere or [[RingWorldPlanet ringworld]]. Or recently made by a highly advanced civilization. Can be visited by [[AdventurerArchaeologist intrepid explorers]] and researchers to produce LostTechnology. There is a disturbing trend for BDO's to be [[AbandonedLaboratory abandoned]], acting as [[SealedEvilInACan prisons]] for [[TheVirus alien viruses]], which are accidentally released by said explorers.
106
107!!!Library
108
109Structure that houses a huge database of the knowledge of an entire civilization. Many researchers visit here to learn from the accumulated knowledge. Often left behind by Precursors, though such projects are undertaken by more recent societies as a prestigious project. Expect it to be [[SpookySilentLibrary very quiet and vast]], and attracts [[SeekerArchetype seekers of truth]].
110
111!!!Phlebotinum Monopoly
112
113When there's only one source of Immortality Drugs, Dilithium Crystals or Spice, and everybody needs it. Whoever controls this world can control the galaxy. Anticipate this world to warrant fleets or warships and armies to protect it, and [[NoBloodForPhlebotinum many fights over it]].
114
115!!!Superweapon
116
117Where a {{Superweapon}} is housed. Whoever controls the superweapon can decide the fate of the galaxy. In SpaceOpera, this is the site of a [[FinalBattle climactic battle]].
118----
119[[/folder]]
120
121[[folder: Statuses]]
122In addition to the above types, there are several attributes that can affect the value of a world. Some may overlap or change over time, depending on the current situation.
123
124!!!Alien
125
126Worlds or stations inhabited by Intelligent Extra-terrestrials. An important term for emerging space societies or [[InvisibleAliens where life is rare]]. Trade and travel depends on the temperament on the aliens.
127
128!!!Blockaded
129
130Prohibited from trade, frequently with an enemy fleet enforcing the embargo. Smugglers and rebels would try to get pass the blockade for various reasons. Such embargoes continue until the political situation changes.
131
132!!!Commerce
133
134Trade hub, either acting as a key location on HyperspaceLanes or housing the headquarters of one or more major corporations. Mercenaries and private security forces will maintain order. The destination of many {{Intrepid Merchant}}s, but possibly plagued by [[SpacePirates piracy]].
135
136!!!Cultural Hub
137
138Major center of [[{{Art}} arts]] and learning, valued for its impact on society. Often focused on entertainment or academics, these tend to be ruled by open and free societies. The destination and home of artists, musicians, students, writers, and and other creative folks. Tourists are also common, which also means {{Street Performer}}s are near.
139
140!!!Developing
141
142Technology or infrastructure is lagging. Part of the Interstellar culture and trade, but often less advanced than the major powers. Except these planets to be impoverished, often new colonies or exploited conquests. Between the major powers, [[SpaceColdWar the Developing worlds would be caught between political struggles]].
143
144!!![[AfterTheEnd Dying]]
145
146[[TheEndOfTheWorldAsWeKnowIt Has seen better days]], and is now waning. They may have been over exploited and depleted of primary resources or undergoing a natural calamity. To escape their fate, refugees will flee to the stars. These planets tend to collect garbage, [[ScavengerWorld both physical artifacts and the seedier elements of society]]. If anything of worth remains, it's related to the planet's primary export.
147
148!!!Habitable
149
150Can support human life, or whatever species the protagonists are. Can range from Edens to barely habitable {{Death World}}s. In a setting were most planets are dead or uninhabitable (say RealLife), a planet with a breathable atmosphere is better than nothing.
151
152!!!Homeworld
153
154Were a species originated from. A lot of historical and religious importance, because of its mystique of being where a species is born. The dominant species of an Empire will have their homeworld as a Primary Capital, although there are exceptions. The destruction of a Homeworld is often a major mistake for space tyrants: it not only crosses the line, but [[GenocideBackfire ensures that a native of that world would eventually destroy said tyrant]].
155
156!!!Historical
157
158Location of past importance, such as a battle or discovery. Often archaeological sites or monuments are located here. Because of this status, these places are seen as important symbols. For example: a dead moon may have little or no value, but military commanders may make choose to fight there since it was the site of a previous victory.
159
160!!![[HolyCity Holy Center]]
161
162Place of major importance to a religion, with many places of worship and pilgrims. If the religion is benign, attacking this center is a sign that you're an evil jackass. More fanatical sects would protect these centers. May be governed by a Theocracy, though it depends on the faith.
163
164!!![[LostColony Lost]]
165
166Location is no longer accessible or has disappeared. This could be due to a variety of reasons: The local Gate has been destroyed, the wormhole that connected the location is now unstable, or ''something'' happened to the settlers. In either case, no one knows were it is and may become myth. Explorers may find these places again.
167
168!!!Neutral
169
170Location that akes no sides in a conflict, either [[TheNeutralZone forbidding]] sides from entering with force or acting as a [[TruceZone third-party mediator]]. Generally worlds or stations that have little interest in fighting, but plenty of services to offer (shipyards, underworlds, pleasure planets, etc.). Often well prepared to make sure they maintain their neutrality.
171
172!!!Primitive
173
174Little or no high technology or advancements. Any inhabitants are either aliens developing civilization or the remnants of a failed colony, [[BarbarianTribe often savage]]. Expect wilderness and perhaps alien ruins. Any interest to these worlds are either for Science or Strategic. Travel to such worlds may be restricted, as to avoid exploitation or culture shock.
175
176!!!Quarantined
177
178Travel to and from location restricted due to a medical emergency. A temporary measure until a cure can be found for the ailment, if at all. Except for medical craft and warships, no sane being would risk going lest they too fall victim. If the plague is left unchecked, the quarantined world may become permanently Forbidden. If it gets really bad, [[QuarantineWithExtremePrejudice the planet may be sterilized]].
179
180!!!Strategic
181
182Location makes this world a vital military target. Expect military fleets and fortresses here. With changes in warfare, space travel, and the political environment, a location could cease being a military prize.
183
184!!!Unstable
185
186The local political situation is bad, and society is barely holding together. Order can fall apart at a moment's notice. Merchants and travelers will avoid going there if they can help it. It results in less trade, and could lose its status as a trade or culture hub. If it's really bad, it may become a War zone or worse.
187
188!!!War
189
190Location is the center of an armed conflict, with military ships and troops fighting each other. Mercenaries and arms dealers would be attracted to this place. Lost of life and destruction of infrastructure will negatively impact its value. Refugees from this world would be common. If this status lasts long enough, a planet may become Dying as well.
191
192[[/folder]]
193
194----
195!!Examples
196
197[[foldercontrol]]
198
199[[folder:Anime & Manga]]
200* ''Literature/CrestOfTheStars'': 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.
201* ''Anime/MobileSuitGundamSEED'': ZAFT's colonies were arranged in this manner, with one group focusing on Farming, another on Information Science, another on Chemistry, and so on.
202[[/folder]]
203
204[[folder:Comic Books]]
205* ''ComicBook/AstroCity'': The world of the Quiqui-a trades their grain Jhef with other planets.
206* Creator/MarvelComics:
207** ''ComicBook/GuardiansOfTheGalaxy'': Rocket Raccoon 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.
208** ''Marvel NOW!'': Wolverine, Loki and possibly others seem to keep bumping into Planet Sin, a gigantic space casino.
209[[/folder]]
210
211[[folder:Fan Works]]
212* ''Fanfic/TheVioletDemon'': Fornax's economy and culture revolve almost completely around capturing, training, and selling slaves to the rest of the galaxy. The narration notes that they still have other services, as they still need a domestic economy to provide things like food, clothing, welfare, and maintenance, but even these are run primarily around the availability of enslaved labor.
213[[/folder]]
214
215[[folder:Films -- Live-Action]]
216* ''Film/{{Avatar}}'': An example of interstellar commerce with STL craft. Pandora is mostly valued for its Phlebotinum Monopoly, although it has an Exotic Alien society and ecosystem.
217* ''Franchise/StarWars'', as with any good space opera,, provides plenty of examples.
218** Coruscant is a Capital, Bespin and Kessel are Mines, Endor houses a Superweapon, the Death Stars and Starkiller Base ''are'' Superweapons, Geonosis is a Factory world, Tatooine is a minor Underworld, and Yavin and Hoth were strategic locations. Naboo was Blockaded for a while.
219** Numerous worlds, such as Naboo, Geonosis or Kamino, were Homeworlds for various alien species.
220** Aargau, first appearing in Marvel Comics' ''Star Wars'' series but referenced in other media with inexplicable frequency, is a banking planet -- in fact, the entire planet is owned by bank.
221* Spoofed in ''Film/StingraySam'' 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).
222* Fiorina from ''Film/Alien3'' only has a closed down prison inhabited by a few prisoners who won't leave. ''Film/{{Aliens}}'' implied that planets with breathable atmospheres were rare due to the effort they went to [[{{Terraforming}} terraform]] Acheron.
223[[/folder]]
224
225[[folder:Literature]]
226* ''Literature/ChildeCycle'' by Creator/GordonRDickson: The interstellar economy depends on specialized services, almost to the point of CripplingOverspecialization. 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.
227* "The Didactics of Mystique": Parodied. Interstellar civilization is falling apart because each world offers only one profession, and there are far less inhabited worlds than needed professions.
228* ''Literature/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.
229* ''Literature/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.
230* ''Creator/CordwainerSmith'': In his Instrumentality milieu, Norstrilia is a Farm World with a Phlebotinum Monopoly, making it extremely rich and envied. Viola Siderea is an Underworld, a planet of thieves. Shayol serves as a Penal world of the BodyHorror kind.
231* ''Literature/DirigentMercenaryCorps'': Dirigent has its entire economy organized around supplying two things: [[PrivateMilitaryContractors Professional soldiers-for-hire]], and weapons.
232* ''Franchise/{{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.
233* ''Literature/EmpireStar'': 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.
234* ''Literature/FoundationSeries'':
235** When the series begins, Trantor is a CityPlanet and the political capital of the entire Galactic Empire. However, as the empire [[VestigialEmpire decays into nothing]], Trantor is [[RapePillageAndBurn Sacked]] (see "Literature/TheMule" and "Literature/TrantorFalls" for details). To recover from their loss of wealth and infrastructure, the citizens of Trantor transform their world into a [[AgriWorld farming planet]] and export their crops and their incredible reserves of scrap metal. However, "Literature/SearchByTheFoundation" reveals that [[spoiler:a small group of these citizens are actually the Second Foundation, who is secretly controlling the Foundation from behind the scenes]].
236** 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 ScamReligion to spread their science to the neighboring nations. This turns them into a HolyCity as well. They gradually transition from a fake religion that has [[NGOSuperpower suborned the political organization of their neighbors]] to a trader culture with Terminus as a real political capital in charge of their neighbors.
237** When Kalgan is introduced in "Literature/TheMule", it is as a [[PleasurePlanet "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 VillainousLegacy means Kalgan remains military-focused until "Literature/SearchByTheFoundation", when the Foundation is forced to conquer them.
238* ''Literature/GauntsGhosts'': The forest planet Tanith was, when it still existed, a major exporter of high-quality wood.
239* ''Literature/HammersSlammers'': 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.
240* ''Literature/TheHitchhikersGuideToTheGalaxy'', 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 [[GrowsOnTrees that grow on trees.]]
241* ''Literature/TheHungerGames'': 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.
242* ''Literature/APlanetCalledTreason'': 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.
243* ''Literature/HonorHarrington'':
244** The Manticore System serves as a Gate, housing the Manticore Wormhole Junction which provides Manticore with a lot of economic clout.
245** 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...
246** 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.
247** 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.
248* ''Literature/{{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.
249* ''Literature/StarGuard'' by Creator/AndreNorton: Earth, a poor backwater latecomer to a galactic civilization, exports soldiers for combat on primitive or more advanced worlds (the military units are referred to as "Archs" and "Mechs" respectively).
250* ''Literature/StarSurgeon'': Each species has a specialty, and Earth's is medicine; this sets up a story in which the hero is a nonterrestrial doctor who faces prejudice in his attempt to succeed in the Terran-monopolized interstellar medical system.
251* ''Franchise/StarWarsLegends'': In the ''Literature/JediAcademyTrilogy'', 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.
252* ''Literature/ToTheStars'': 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. [[TheWarOfEarthlyAggression Which they do.]] Not only are the planets set up this way, but their cultures are also custom-designed to reinforce this setup.
253* ''Literature/VorkosiganSaga'': 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.
254[[/folder]]
255
256[[folder:Live-Action TV]]
257* ''Series/{{Andromeda}}'' has several prison planets and a planetary system that accepts garbage from other systems.
258* ''Series/BabylonFive'': 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.
259* ''Series/BattlestarGalactica2003'':
260** 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 [[UsefulNotes/{{Vancouver}} 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.
261* ''Series/DoctorWho'' has featured many such examples. "Silence in the Library" takes place on a library planet. Satellite 5 is a Service station providing news [[spoiler:and a Capital for the true rulers of the Human Empire]]. Billions of years in the future, Earth is a cultural and historical center.
262* An early episode of ''Series/{{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.
263* ''Series/GameOfThrones'': 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."
264* ''Series/StargateSG1'': Most worlds are valued as Mines for rare materials, although Libraries, Big Dumb Objects, Farm worlds, Forbidden worlds, and Superweapons make appearances.
265* ''Series/TheOrville'': 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.
266* ''Franchise/StarTrek'':
267** 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 {{Terraform}}ing 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.
268** 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.
269** ''Series/StarTrekTheNextGeneration'' shows us the trope in action. In the episode "[[Recap/StarTrekTheNextGenerationS1E21Symbiosis 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 is on the brink of collapse, as their technology has regressed to the point that they can't maintain their spaceships (and the ''Enterprise'' declines to enable them by fixing them).
270[[/folder]]
271
272[[folder:Tabletop Games]]
273* ''TabletopGame/FadingSuns'': 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.
274* ''TabletopGame/StarRealms'': 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.
275* ''TabletopGame/Warhammer40000'': Many worlds are known for what they produce to feed to the Imperium's war machine:
276** Forge worlds producing complex technology from materials supplied by Mines.
277** [[AgriWorld Agriworlds]] producing food for [[CityPlanet Hive worlds]].
278** Hive, Knight, Feral and Death worlds providing different kinds of Military forces.
279** Holy Terra being both a holy Capital of the Imperium and the human Homeworld, and Cadia being a Strategic world. [[CrapsackWorld Needless to say]], most worlds serve as [[ForeverWar settings for War]] at one point or another.
280** [[CityPlanet Hive worlds]] produce a lot of different products, although they're best known as a source of CannonFodder for the Imperial Guard.
281** Numerous Shrine Worlds besides Terra serve as Religious Centers.
282** Feudal and Feral Worlds are Primitive, being former colony worlds which regressed to either agricultural or stone-age levels.
283** 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.
284** Numerous planets on the Imperium's frontier, where the Imperial law isn't fully settled in, act as New worlds.
285** Various worlds are Quarantined by the Imperium for a number of reasons, ranging from Chaos or Necron outbreaks to matters of Imperial security.
286** Many worlds are under the control of aliens, chiefly Eldar, Tau, Necrons or Orks.
287** 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.
288** 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. [[Administrivia/TropesAreTools 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.]]
289* Zig-zagged in ''TabletopGame/{{Traveller}}'', planets have trade codes similar to the categories listed above, but most export more than one product.
290* Zig-zagged as well in ''TabletopGame/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 [[HumongousMecha 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 [[MightyGlacier Zeuses and Atlases]].
291[[/folder]]
292
293[[folder:Video Games]]
294* ''VideoGame/WingCommanderPrivateer'' 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.
295* ''VideoGame/EVEOnline'' usually subverts this, there are usually a wide variety of goods available at a given market.
296** while this is true for the stations in the orbits, with the planetary interactions and the general SingleBiomePlanet, 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.
297** 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.
298* Mostly averted in the ''VideoGame/{{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 TerminallyDependentSociety that relies on the PortalNetwork, numerous one product planets face societal or biosphere collapse when the jumpgate network shut down ("The Dark") following the apocalyptic Second Terraformer War. In ''Videogame/XRebirth'', [=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 [[LostTechnology technological decline]], and has only recently started to recover.
299* Partial example in the ''VideoGame/EscapeVelocity'' 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.
300* In the ''VideoGame/{{Myst}}''/''VideoGame/{{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.
301* ''VideoGame/KnightsOfTheOldRepublic'' 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.
302* ''VideoGame/StarWarsTheOldRepublic'' 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.
303* ''VideoGame/ScrapMechanic'' is set on a dedicated agricultural planet, staffed primarily by robots to reduce costs and the need for human presence. [[TurnedAgainstTheirMasters One can guess where that eventually went]].
304* ''VideoGame/SlimeRancher'' 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 [[SolidGoldPoop plorts]], which are stated to be used for [[MundaneUtility 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.
305* ''Starshoot: Space Circus Fever'' has Tensuns. A tropical planet that, as the name suggests, possesses ten artificial suns that allow tourists to get a perfect tanning all around the clock on the many sandy beaches said world possesses. Another example is Killer Expo, a planet-sized arms fair that features attractions such a war simulator and a missile center, not to mention a store called Torture World where you can get all the instrument you'd need to make your enemies spill the beans.
306* The planetary economy system in ''VideoGame/{{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.
307[[/folder]]
308
309[[folder:Visual Novels]]
310* ''VisualNovel/MarcoAndTheGalaxyDragon'' has a place called the enslavement planet. [[SlaveMarket Take a wild guess as to what they sell]].
311[[/folder]]
312
313[[folder:Western Animation]]
314* ''WesternAnimation/InvaderZim'': 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; [[ExactlyWhatItSaysOnTheTin 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.
315* In ''WesternAnimation/ShadowRaiders'' 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.
316* The G1 ''Franchise/{{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).
317[[/folder]]

Top