So, this is something that's been bugging me, and ironically, a much smaller game, Stars in Shadow, gets it right.
What earthly reason is there that planet type should impact a species' maximum happiness?
I mean, you take a race which evolved on a hot water world and move them to Earth. Sure, they're gonna be unhappy (or rather, they'll be DEAD,) if you put them in the middle of the Gobi desert or the Siberian Tundra, but they'd flourish in the Caribbean and South China seas. They wouldn't be miserable and unproductive and murderously ready to revolt at the slightest additional provocation, they'd just not be able to expand into many of Earth's environments.
Therefore, I think that planet preference should restrict the maximum number of pops of a given terrain preference inhabiting a given terrain type, rather than the happiness of those populations.
Consider humans: we're versatile. From the Siberian Tundra to the Caribbean Sea, from the Fjords of Norway to the hot coasts of Brazil, from the sprawling scrublands of Texas to the mountainous islands of Japan, we thrive. But admittedly, we thrive better in some of those places and others; Icelandic people live just fine in Iceland, but there's a whole lot fewer Icelanders than there are, say, Kenyans. Simply put, Kenya is a more habitable environment for humans than Iceland is.
But if you were to import a species which is small, loves the cold and hates the hot, and loves to burrow into rock and soil, a lot more of them would be able to live in Iceland than in Kenya.
So, terrain preference should, I think, simply restrict the number of pops of a given race that can live on a planet. If you wanted to go whole-hog with this, you could actually hard-set the terrain types of given squares, but that's not really necessary. If an Alpine world only has room for, say, four ocean-loving pops, and you're an ocean world race, you could fill those four Alpine lake slots with your water-dwellers, but no more of your pop could grow there. Import some humans, though, or build robots, and you could make use of a lot more of that terrain.
This would also, I think, give more incentive to build robots, even early-game.
What earthly reason is there that planet type should impact a species' maximum happiness?
I mean, you take a race which evolved on a hot water world and move them to Earth. Sure, they're gonna be unhappy (or rather, they'll be DEAD,) if you put them in the middle of the Gobi desert or the Siberian Tundra, but they'd flourish in the Caribbean and South China seas. They wouldn't be miserable and unproductive and murderously ready to revolt at the slightest additional provocation, they'd just not be able to expand into many of Earth's environments.
Therefore, I think that planet preference should restrict the maximum number of pops of a given terrain preference inhabiting a given terrain type, rather than the happiness of those populations.
Consider humans: we're versatile. From the Siberian Tundra to the Caribbean Sea, from the Fjords of Norway to the hot coasts of Brazil, from the sprawling scrublands of Texas to the mountainous islands of Japan, we thrive. But admittedly, we thrive better in some of those places and others; Icelandic people live just fine in Iceland, but there's a whole lot fewer Icelanders than there are, say, Kenyans. Simply put, Kenya is a more habitable environment for humans than Iceland is.
But if you were to import a species which is small, loves the cold and hates the hot, and loves to burrow into rock and soil, a lot more of them would be able to live in Iceland than in Kenya.
So, terrain preference should, I think, simply restrict the number of pops of a given race that can live on a planet. If you wanted to go whole-hog with this, you could actually hard-set the terrain types of given squares, but that's not really necessary. If an Alpine world only has room for, say, four ocean-loving pops, and you're an ocean world race, you could fill those four Alpine lake slots with your water-dwellers, but no more of your pop could grow there. Import some humans, though, or build robots, and you could make use of a lot more of that terrain.
This would also, I think, give more incentive to build robots, even early-game.