I have, through my exponentially increasing knowledge of Excel over the past month or so, managed to figure out a few interesting statistics using the CT data:
1) Fully 11.5% of all worlds generated by CT (28815 worlds in the 250k CT run) are not capable of supporting societies on them because their Tech levels are below the minimums required to survive (as indicated by the TL in Book 3 of the survival gear).
2) 26.85% of all worlds (67128 worlds in the 250k run) are not large enough to hold onto the breathable atmospheres that are generated by the default CT worldgen. (i.e. are size 1-4 and atm 2-9)
Never mind any subjective tweaks to the social data that I'm making in my own Worldgen, these two issues are quite real - the first contradicts the game's own rules, and the second contradicts reality. Either way, that is a lot of broken worlds.
1) Fully 11.5% of all worlds generated by CT (28815 worlds in the 250k CT run) are not capable of supporting societies on them because their Tech levels are below the minimums required to survive (as indicated by the TL in Book 3 of the survival gear).
2) 26.85% of all worlds (67128 worlds in the 250k run) are not large enough to hold onto the breathable atmospheres that are generated by the default CT worldgen. (i.e. are size 1-4 and atm 2-9)
Never mind any subjective tweaks to the social data that I'm making in my own Worldgen, these two issues are quite real - the first contradicts the game's own rules, and the second contradicts reality. Either way, that is a lot of broken worlds.