I think that tying planet habitability to district availability (e.g., 20% habitability means 20% of the districts are available) would make sense gameplay-wise and in terms of realism. Let's say a tropical species has 20% habitability on a tundra world. In the current system, this effectively means that the species has 20% habitability across the entire planet surface. To me, it's more realistic that this species could live happily on 20% of this planet; that is, the habitable zone is much smaller. It makes no sense that the climate would be completely uniform across the whole planet, or at least not on a planet similar enough to one's own that it is somewhat habitable. Rather, the overall temperature of the planet is lower, and therefore more of it is covered with tundra environments. But enough (20% of it), around the equator for example, would be adequate for your species to thrive.
Techs that increase habitability would be more valuable (open more districts) and their impact on the game would be more sensible (e.g., your species developed better climate controls in alien environments, allowing you to expand into previously uninhabitable areas; as opposed to 'your species now requires fewer grocery stores on your planets').
This might also help with the current situation in which habitability doesn't really matter. At the start of the game, tomb worlds would be completely uncolonizeable without some habitability trait, and small, low-habitability planets may not be worth colonizing at all (size 12 world with 20% habitability would yield 2 or 3 districts, depending on how rounding worked).
TL;DR. Tying habitability to districts changes the tropey planet classification to something that reflects reality without any major overhauls. It also addresses gameplay issues with the current habitability system.
What do you think?
Techs that increase habitability would be more valuable (open more districts) and their impact on the game would be more sensible (e.g., your species developed better climate controls in alien environments, allowing you to expand into previously uninhabitable areas; as opposed to 'your species now requires fewer grocery stores on your planets').
This might also help with the current situation in which habitability doesn't really matter. At the start of the game, tomb worlds would be completely uncolonizeable without some habitability trait, and small, low-habitability planets may not be worth colonizing at all (size 12 world with 20% habitability would yield 2 or 3 districts, depending on how rounding worked).
TL;DR. Tying habitability to districts changes the tropey planet classification to something that reflects reality without any major overhauls. It also addresses gameplay issues with the current habitability system.
What do you think?