In fact, it's the opposite. I have a lot of hours in the game and the number of planets close to me has always seemed less then it should be. After thye expansion, it's worse for me. I have to restart many times in a start I want to invest many hours in. I'm not looking for a perfect start. I'm trying not to be picky but no planets, no play.
I use a single gigantic sector. In every game, with few exceptions, though I set planets to abundant, scarce is the number of planets I get. It seems like it's part of the algorithm that if I get 2 class 20+ planets in the first 10-20 stars I scan I'm lucky. Last night, in the first 27 stars I scanned, one class 19 and one 24 planet is all I got. Why are there so few planets with the abundance setting? If I set stars to abundant from lesser setting, I really see the difference.
There doesn't seem to be any increase in number of planets for me with change of settings. I've been checking and every AI by turn 20+ has 2 to 4 times my number of planets. This type of thing is how the game works for me but with Megastructures is seems worse.
Of course, I could just have really bad luck.
Although I keep all my settings low, I've thought it seemed that starts are not as good as in previous versions as well. I've still never seen a precursor accelerator planet despite many, many, many restarts and partial explorations of the galaxy map.
For version 2.92 megastructures:
The game seems to only spawn blackholes along the perimeter of sectors and not in the center ever. I made one big sector only game and there was like no anti matter in the center of the map. Also the map generator seem to spawn lots of thulium but not so much elerium in the center.
Hey, back in September there was a patch which did reduce amount of habitable planets.However you should still be able to see difference between abundant and scarce when generating maps.Since maps are randomly generated, there is indeed a chance of bad luck going on. To help you with your colonization efforts, consider using this cheat sheet (star colors have gameplay meaning):
Yellow - Best chance of habitable worlds Orange - little worse than yellow Purple - Precursor Worlds, promethion Blue - Smaller chance of precursor worlds, thulium Red - Durantium, good amount of asteroids White - Usually a single good world lots of asteroids Big blank area - Black hole or nebula
Thanks for the info on star colors didn't know that stuff.
You can also play around with StarSystemDefs if you want to create systems that have more planets. Keep in mind planets can be dead (class 0) or (habitable) class >1. PlanetTraitsDef is where it rolls the classes with weights. There are also other xmls that effect it. Overall its a rabbit hole if you want to jump in you can control a lot.
Thx for the responses. Over all, the numbers seem to be balancing out much closer.
As it turned out, my game was indeed broken and after seeing the other post on setting not being reflected in the game I'm sure mine was as well. I had to reinstall 3 times but it now appears I'm fixed. Yah!
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