Let's talk about planet generation. I think there are few things missing. Well, of course they are, it's an alpha, but let's discuss them anyway... First, biomes. In the last livestream someone said that earth-type planets have seven or nine biomes. But neither Lava or Metal planets seem to have them. In case of lava you can say that they have those glowy oceans, but this is not exactly a biome, is it? Just impassable (theoretically) area. But possibilities are quite broad. You can have obsidian deserts, cracky and rocky "tectonic" areas, volcanic areas, and those little lava ponds with tight passages that you scrapped. Metal planets are also just metal. You can have biomes there. Skyscraper mountains, antennae forests, destroyed/unfinished parts. Even ponds and canals for limited use of naval stuff. You can even have different types of metal planets: And combinations of any two of those four. And moons... They seem to have biomes (areas with and without big craters), but I don't think they make real difference. Cracks and mountains there would be nice too. And moon craters don't look like that, by the way. Other things I want to talk about are starting positions and metal spots. (Please, correct me if I'm wrong. I actually have no idea how current algorithms work and my assumptions are purely speculative. I'm also not a programmer, so my solution to this problem is also speculative.) It seems now that metal spots are placed pretty much randomly during planet generation. Starting positions are also almost completely random, but placed later, when the actual game starts. That may lead to very confusing and imbalanced positions. My proposition is: Algorithm should create terrain first. Then, looking at it, seeing choke points, open areas, rough terrain, oceans and other stuff, it should place possible starting positions in roughly equally comfortable places. And then, recognising all of the above, place metal spots accordingly. And at the start of the game you only need to define, which starting positions are available and which are not, depending on numbers of teams and players.