The best basis for speculation we have about Lost Colony is this:
Code:
every_country = {
limit = { is_ai = no }
country_event = { id = country.900 days = 460 random = 60 }
}
### SPAWN UNIQUE SYSTEMS
# If any Empire is Commonwealth and UN is unplayed
if = {
limit = {
any_country = { has_country_flag = human_2 }
#NOT = { any_country = { has_country_flag = human_1 } }
# Replaced UN check with generic Sol check
NOT = { any_system = { has_star_flag = sol } }
}
random_system = {
spawn_system = { initializer = "com_sol_system" }
}
}
else_if = {
# If there are no Sols
limit = {
NOT = {
any_system = {
has_star_flag = sol
}
}
}
random_list = {
50 = { }
40 = {
random_system = {
spawn_system = { initializer = "special_init_03" }
}
}
10 = {
random_system = {
spawn_system = { initializer = "special_init_04" }
}
}
}
}
Groundrules:
UNS is tagged as "human_1", the Sol System is tagged via "Star flag Sol"
There can be only one Sol System per game. This even overrides force spawn. For that reason avoid select sol or deneb as start initializers.
COM is tagged as "human_2"
These tags can be aquired by modifying the pre-existing empires, however they notriously keep getting lost due to empire saving issues.
Basically:
If you are playing the Empire tagged with human_2
And there is no Sol that spawned by
pure chance (UNS, Sertivtor Network or any Custom Sol System Empire)
Force spawn a Sol System. The initializer will actully use exact UNS settings, but copy the Species from the human_2 empire. This includes odities like no starting colonies, having the human species "homeworld" set to deneb, using the Denebulan namelist, etc.
That random list is about the Tomb World with Presentient Roacahes and "Primitive earth" starts, if sol is still unused by this point.
So I would say:
1. The game checks if a Empire with the same Founder Species has spawned by chance. There is afaik special code for the sole purpose of matching species during gamestart like this.
2. If not, one fitting empire is force spawned. But with teh CoM/Sol odities.