Hello.
I've been toying around with the map designer and I faced a problem that limits a design I wanted to try.
The problem is that the game always spawns a player home-planet together with an asteroid and a colonizable planet of any type. And, unfortunately, there's no way for me to stop it from doing so.
For example I'd like to limit the availability of crystal in the outer rings of the system so the player is forced to move into the center, where of course the other players will also look for crystal, so they can have a nice and fierce battle for resources.
However, with the way the map designer works in it's current form I can't guarantee that one of the players won't receive an ice-planet as it's sister-planet and thus have a significant advantage over the other players, since he will have to buy less crystal from the black market (which saves him well over 1000 credits each 100 crystal).
Thus my suggestion:
When generating a map the map designer should attempt to choose the start-planets (one terran home, one colonizable planet, one asteroid) from the planet groups that are valid for the given position in space. If no such planets are available or they aren't numerous enough to be distributed fairly among the players the generator should restrict itself to only spawn the player's homeworld and place the remaining planets in the planet-groups as per the normal algorithm.