Master of Orion 3 did it this way. It turns out, you didn't care about any of that stuff, just whether it was in the green, yellow or red habitation ring. Can I put my dudes on this world, and if I do how much will they hate it? That's what you want to know. Not "Survay report: Bellerophon IV. This world appears superficially habitable, with 0.87g, 19% O2 in the atmosphere and large bodies of surface water. But the bizarre biology of the local flora means that the atmosphere also contains at least 37 chemical compounds never before encountered by science and each of which is spectacularly fatal to humans. The 300 mph winds may also prove challenging to colonization efforts. The soil is laced with arsenic, and there's only a weak magnetic field so the surface is wildly radioactive. In summery: no."
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I prefer vague definitions, actually. Without being specific about what makes a toxic world toxic the game can potentially encompass far more planet types than it could if it came up with some metrics about atmosphere and temperature and so on. There's more to habitability than just atmosphere composition and temperature.
I liked what MoO3 did. As far as immersion goes it's a great idea. It still had the information you needed (which yeah, it could have been more clear) but it had that added flavor that really made it like you were playing space Magellan. Vague definitions are always throwing me off in any game. I want the dev to take the time and craft a world I can explore, particularly in 4x/GSG/Building sim games. My imagination can fill in some blanks, but I'd much rather use it to play the game than to experience the game.
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