ORIGINAL: xlq0625
play on a planet which have vast surface water like the Earth, that every inch of ground covered by green grass instead of red rock.
Turn on detailed planet generation if you haven't already, and reroll some of the steps a bit more. I fairly easily generated a Siwa planet with 100% vegetation coverage and a fair amount of ocean, the important factors are:
- Selecting "Alien Life" in the history class step: Otherwise you're unlikely to get any life at all, I don't think terraforming (Insofar as introducing terran flora+fauna) is currently modeled in the colonization step.
- Planet age: Older planets will have more time to develop life, so there's a greater chance of life existing and it has the potential to be more complex when it does form. The earth is 4.543 billion years old, as a reference point.
- Mountain/plain/ocean percentages: The geology step will generate the planet's oceans and mountains, as well as rainfall patterns and windspeed. Close to 15% ocean coverage is as high as you're likely to get currently.
Then, in the "Biosphere" step, you should start getting life showing up on your planet. Hit reroll if you aren't, or if you're not happy with the type of life you're getting. Pay attention to the following fields:
- Vegetation level: The highest level of plant life that your planet has. Your options are grass and moss (green but no trees), shrubs and bushes (light forests), forests (Heavy forests+jungles), and Cloud Forests (Extremely dense forests with massive trees).
- Types of species: Have a glance here to check what kind of lifeforms you've got showing up. Life can be found in increasing levels of complexity, starting from cellular life like bacteria and algae, to see sealife and small plants, followed by larger plants and land-dwelling invertebrates, and finally trees and proper vertebrates. Bear in mind that the game will likely generate hostile packs of wild lifeforms, and the more advanced the alien life on the planet is the more of a threat it is likely to be. Trees are called "Vascular plants" in this field, and "Atlantean Plants" means that you'll be getting hundred meter or taller trees (and therefore cloud forests will be showing up).
Atmos. Farming Hazard and Alien Tissue nutrition both affect farming as well. The higher the farming hazard, the lower the output of your open-air farms (Farming domes and hydroponics are unaffected). If you've got an Alien tissue nutrition value above "Zero value", then you can try building Xeno-Agricultural facilities, which plant native life instead of terran ones, which can potentially allow you to access the power of open-air farming on a planet with an otherwise hostile biosphere.
As far as the low % of max oceans coverage, that will be because there's no support for anything naval-related currently. Ocean tiles are just impassable terrain for ground forces and sources of water currently, so higher levels of ocean coverage would just shrink the gameplay area and confuse people. I'm 200% sure that Vic's planning on naval vessels, ports and sea trade, cities built on floating platforms or on the ocean floor, giant squid monsters, and all sorts of other cool stuff. Once it's done it'll be integrated as a separate gameplay module like how Air forces is, along with planet types that have greater proportions of water coverage, or are entirely covered in water.