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The problem is that artificial_environment is a planet modifier, and therefore almost never spawns. I would love to make this modifier trigger when you get the colonized asteroid (or whatever) up to say, 5 pops or add a planetary administration, which would reflect that the asteroid has developed considerable infrastructure given the higher population. Beforehand, you would have jury-rigged and other rough-and-ready solutions that wouldn't provide very good habitability. It would be cool to add tiers of artificial environments. At 1 pop, you'd have tier 1, which would give 10% habitability, and then at three pops you have tier 2, which would give a further 10%, and then at 5 you would have tier 3, which would give a final 10% and a happiness bonus. I would keep, however, the migration malus, reflecting that people don't really want to move from their comfortable gravity wells to asteroids.
Sorry I ignored your friend request. I spotted it last night I didn't realize who it was. My bad.
Another thing: I made some edits to habitability on asteroids and barren worlds and such (set them all to 20% habitability) and then I changed the artificial_environment planet modifier to add habitability and some happiness, to reflect that there these types of planets would have, well, artificial environments.
Because asteroids are habitable, I'm getting AI empires spawning with (hilariously oversized) asteroid homeworlds. Was this intentional? I don't think so, because I had to create separate asteroid habitability traits to keep them from being completely crippled. I feel pretty sure that this can be fixed with the insertion of a single line of text, but I don't know what that would be or where to put it (though I have some ideas). Can you help? Thanks.
Of course if you don't mind modifying files you could check the differences and add his new tech items to my tech file--assuming he hasn't changed the colonization entiries on his.