Guaranteed habitable worlds not working

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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.
 

Ramiel

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Hmmm, it's possible (though unlikely) that one of your guaranteed worlds is close-by via euclidean distance but happens to require a long detour hyperlane-wise. Can't check that save right now, but check that out. It so that'd be an artifact of pre-2.0 Stellaris.
 

DrFranknfurter

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I haven't tested it yet but I've noticed 0 guaranteed planets (looking around in observer mode with 2 set to spawn, no player or AI has matching planets within 3 jumps) happened AFTER I pressed reset on the galaxy generation screen and then fiddled with the settings (happened twice to me). But all the games after that the settings worked normally. Not sure if it is related and haven't had a chance to play to test it out yet.

I meant to test it to try to reproduce it and then report it on the bugs section but to be honest there seemed to be a great deal of far more critical issues so I forgot about it.
 

Evil Tactician

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We play multiplayer Stellaris every Friday and currently most weekend days as well. We noticed this in more than 80% of our games, so I wonder if it's something to do with settings as well.

It's extremely rare to see the guaranteed habitable planets now and it's really messing with balance - as it becomes pot luck whether or not people can settle a second or third colony. This needs looking at with extreme urgency as it's a pretty major bug.

For what it's worth, we run mostly default settings. We recently cranked up the AI to Captain for our sessions (even though half the universe is human anyway) and tend to use "Distributed Players" (which btw also doesn't work - we still see players clumped together even when there's plenty of space! This can even happen in smaller sesions with only 3-4 humans, we still end up together - usually one person by himself with plenty of space and 3 others next to each other)

We tend to leave everything else along - though occasionally we may reduce wormholes and/or increase crisis strength. We normally remove advanced AI as we prefer a harder AI over a 'cheating' start. Plus we have some rookie players. Last but not least, we may randomize the number of fallen empires.

Universe is normally standard ecliptical (sp) though recently we also tried ring. We used to only play on arms but this looks quite ugly with the new system.
 

FlyingPhoenix

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Whereas it absolutely should be jumps, because in the post 2.0 system, a short distance could be 20 jumps away.

Although even accounting for euclidean distance, I recently did start a game with nothing habitable nearby. Couldn't confirm in console because ironman.
 

-Temple-

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Whereas it absolutely should be jumps, because in the post 2.0 system, a short distance could be 20 jumps away.

Although even accounting for euclidean distance, I recently did start a game with nothing habitable nearby. Couldn't confirm in console because ironman.
I agree it should be jumps but currently it isn't(For some reason)

EDIT: I should also mention I once spawned in a little cluster and even though it was literally maybe 1 actual jump away but had no hyperlanes connecting to it, it was more like 15-20 jumps away
 

Yaskaleh

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I noticed it myself today. In the 2.2.3 beta if you picked Post-apocalyptic you would get two tomb worlds within close distance of your starting world. If you started on Earth that'd always be Sirius and Alpha Centauri. In 2.2.4 beta you get all worlds in random and not a single tomb world.
 

ShaTiK

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Guaranteed habitable worlds and precursor home system - I feel like these 2 are still under the rules of pre 2.0 game mechanics in regards to distance, calculating distance in relative distance with no regards to hyperlanes