Hmmm... two ideas
1. Your owned planets are a graph, let a new planet only be colonized where a path from your home planet to your target planet with only owned planets exists (explain it as safe trading routes whatever).
This although adds the strategically feature, that you can break supply/colonization chains.
2. You can colonize such a planet immediatly, but it needs to grow into a full member of your empire, lets say 10 turns. During this time only limited actions are possible and you can't expand your system from this planet until it has been activated.
This adds the strategically feature, that some aliens can activate a planet in 5 or even 1 turn, or that you can research better activation strategies etc.
1. I have it implemented already. It's a nice mechanic.
2. I have a problem here, it slows down the overall pace. Like, to expand 3 system from your homeworld will *always* take minimum 30 turns (3 planets x10 turns). Such mechanics are always too slow or too fast...
Also, what happens when you conquer enemy planet? You take it over without the need of waiting 10 turns; kind of inconsistent and everything...
Insects can't live alongside other races (they would eat them :D), so any loyalty trait from them is irrelevant (the planet probably first need to be purged before you can send any humanoid colonists).
Why wouldn't it work? Your insects are just a side that has a locked loyalty trait, so they will never switch loyalties, and would not be counted towards impacting your factories. (Other than possibly degrading output through 'rebel action'.) You add more factors to the process to address what is needed by character types.
Anyway, I first need a solution for "each race is insect" case, since that's the most pressing matter for me (and then I could add extras for humanoid races and the like).