Code: random_list = { name = "rl_habitable_normal" planets = { "pc_desert" "pc_tropical" "pc_arid" "pc_ocean" "pc_tundra" "pc_arctic" } }

Code: random_list = { name = "rl_unhabitable_planets" planets = { "pc_alpine" "pc_gas_giant" "pc_molten" "pc_barren" "pc_barren_cold" "pc_toxic" "pc_frozen" "pc_nuked" "pc_infested" } }

The problem is first described in this thread , that there are fewer of these three types of habitable worlds than the other six. I think I found the probable source of the problem.In 00_planet_class.txt,This random list is used to generate pre-space civilization homeworlds, stone-age primitive worlds, artist enclave worlds, as well as two planets in Automatic Dreadnought system.By the way, in the same file,And random list "rl_all_planets" does not include pc_savannah. Though this two random lists are not used in scripts. I hope they (all three) are not used in hard codes.Also, reposting from reply of another bug report thread,More on this kind of problem (alpine and savannah world missing from scripts).Planet modifier: while basic spawn chance value add is present in each planet modifier for alpine and savannah (so they will spawn), additional chance factors didn't receive update. Specifically,pm_low_gravitypm_high_gravityBy the way, every planet modifier has a chance factor = 0 when num_modifiers > 1, which I presume means when there exists another planet modifier. If so, what's the point of other non-zero factor checking if some other modifier exists?Tile blocker: while it works because most tile blocker can generate in any colonizable world, it saddens me tb_mountain_range does not have extra chance to spawn in alpine worlds. tb_massive_glacier should also spawn in alpine worlds, too.