different habitability from continental although the species has continental characteristics

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Arkarnia

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1637866629946.png

Actually, the habitability should be at 100 but without a noticeable influence it is much lower than the appropriate planet
 

AndrewT

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Not a tech support issue so moved to main forum. If the community agrees it's likely to be a bug, post in Bug Reports please.
 

Talanic

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What are those traits your species has? Do any of them drop habitability? I don't recognize them all as species traits. Other things can also drop habitability, including galactic laws and event modifiers from mods.
 
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Fenris_SE

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The difference between the two lower pictures make sense, since one has an additional –5% habitability due to being bleak. The home planet I believe gets a 20% bonus to habitability, but I may be wrong, I usually stack habitability tech as soon as it shows up.

For the two lower pictures not being at 80%, are you in the galactic community? Some galactic community decisions will add to job output while slightly lowering habitability, but I don't recall the penalty being more than 2% to 5%, so you should still be at 75% to 78%, but there may be more I'm not aware of. Usually by the time the GC want's to start passing resolutions that lower habitability I'm usually terraforming everything into gaia worlds or have enough political power to control the GC.
 
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Mcgan

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The home planet I believe gets a 20% bonus to habitability, but I may be wrong, I usually stack habitability tech as soon as it shows up.
30% actually.

Since last update, we can now see the reason for current habitability by hovering on it in the planet view.
 
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GloatingSwine

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The difference between the two lower pictures make sense, since one has an additional –5% habitability due to being bleak. The home planet I believe gets a 20% bonus to habitability, but I may be wrong, I usually stack habitability tech as soon as it shows up.

For the two lower pictures not being at 80%, are you in the galactic community? Some galactic community decisions will add to job output while slightly lowering habitability, but I don't recall the penalty being more than 2% to 5%, so you should still be at 75% to 78%, but there may be more I'm not aware of. Usually by the time the GC want's to start passing resolutions that lower habitability I'm usually terraforming everything into gaia worlds or have enough political power to control the GC.

The GC penalties to habitability are cumulative aren't they? So if the first two industrial laws were passed it would be at -7% which is what OP is seeing.
 
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Fenris_SE

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The GC penalties to habitability are cumulative aren't they? So if the first two industrial laws were passed it would be at -7% which is what OP is seeing.
Yep, I'm pretty sure you're absolutely correct and I'd just completely forgotten that. And I tend to down vote anything that would drop my habitability so I don't see it often, which is probably a mistake to be honest, I just like seeing 100% habitability :D
 

Jamaican Castle

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The GC penalties to habitability are cumulative aren't they? So if the first two industrial laws were passed it would be at -7% which is what OP is seeing.
GC effects are never cumulative, that's why they re-list all the modifiers even if they don't change from level to level. The first version is -2%, the second is -5%.

The stray 5% could be from one of the (modded?) traits that I don't recognize: the ones with the Materials science focus, Substance Abuser, or "praying person" icons.