Most probably this.
From previous statements it seems that the team believes “hand placing” the System, “the map”, will ensure the most fine tuned experience. If they hand place them anyway, why create an algorithm? Also, such an algorithm is not trivial thing. It would probably take a month to get it right and in the end it would result in unpredictable game worlds that may not work, may have too long distances, not enough bases, bugged placement of bases. This in turn would ask for the algorithm to be tweaked … a much more complex task than just moving a planet or a base.
I think for the first game it’s a good decission, building on what allready works well. The planetary generator. We never seen a system generator, maybe Flavien once created such a prototype but didn’t share it, doesn’t really matter, the tech isn’t here.
From what I gathered Procedural Generation in Infinity:Battlescapes works like this.
In Infinity:Battlescape there will be breathtaking worlds. Planets, Moons and maybe other objects like rings etc…
These will be Procedurally generated. A beautiful, hand crafted pieces of code will create billions and billions of square kilometres of surface all the way down to meter details … on demand. No one will have decided how that specific part of the planet will look and each part of the planet will be unique in its composition.
Each type of world will probably have its set of procedural code.
The worlds appearance will be determined by parameters. Unlike other procedural games the words general appearance will be fixed and selected by the team. It’s like if someone decides what ‘Seed’ is selected for a certain competition in Minecraft or other games. Like height of mountains in general, if there will be a ring around the world, the colour of the atmosphere, how common canyons are … stuff like that.
Some parameters are influencing the algorithm others are just simple values, as some aspects of a planet is homogeneous, like it’s atmosphere, if it has rings etc… There procedural code for that would determine a simple “on/off” state. As the team wants to design the system though, they want to control that aspect themselves anyway.
There will be several of these worlds, their position will be determined by the team so they form a game world, a start system. The systems layout will be tuned in order to work best together with the gameplay of Infinity:Battlescape.
There will be hand crafted Art assets: Ships, Stations, Guns, Effects, Plants/Scatter. Some will use reusable modular building style.
If/when I-Novae releases its mod support tools it will most probably also release the means to creating and placing planets. Allowing modders to create their verry own star systems that can differ from the “vanilla” star system.