Habitable planet problem

I created a normal GalCiv II game and I set the habitable planets to abundant, yet almost every planet I came across had a less than 15 rating. Almost all of those had a rating of 0. Any planet 1-15 was extremely rare. If I had set habitable planets to uncommon, would there have been any habitable planets at all?

This seems like a bug to me or something. If I had abundant planets selected, I would have expected them to be alot more common, rather than finding a map predominated by 0 class planets. What's going on?
8,373 views 4 replies
Reply #1 Top
With abundant habitable planets, I would expect to see around 3 habitable planets per system.

15 is actually a high level PQ planet.

Setting up a medium map with everything set to rare and 5/6 other civs will get you a game where each civ only has its initial system.... with possibly one or two more lose planets around the map. It's a lot of fun because of the simplicity of it compared to playing a Gigantic with everything abundant.

So to answer your question.... no, it seems about right from what you said. The majority will still be uninhabitable but nowhere near as many as if you set it to rare.
Reply #2 Top
Did you set the number of planets to abundant? How many stars to you set? On average I would say I see about 20-25% of my planets PQ 10. For instance in my latest game I'm I have 24 planets with my top 4 being a PQ of 19, 18,12, 10
Reply #3 Top
I think I set the number of planets to abundant but I'm not sure about the stars. Come to think of it, I guess it does make sense that there would be fewer inhabitable planets than I thought. It might just be that I have to try to colonize some of the lesser rated worlds.
Reply #4 Top
In an abundant all game, I had the opposite problem. I couldn't throw a rock without hitting a double digit planet. My favorite system had a PQ 19, two PQ 14s, a PQ12 and a PQ 10.

This game exposed something about the AI's I hadn't noticed before, at least for the Torian and Korx AIs. They tended to colonize the nearest available habitable world without regard for quality. The Torians settled a PQ7 closest to Toria, then a PQ 6, and only then noticed the PQ26 in the same system. I'd have dived on that gem and backfilled the others later. Perhaps AIs need to add sensors to their colony designs, or not colonize untill they've seen all the habitables in a system?