This has been suggested in the past, and Steve has indicated that he is aware of this but doesn't think it would have enough of a game impact as whether a planet is fully locked or in 3:2 resonance, it will still be mostly uninhabitable in most cases. To model habitable planets with 3:2 resonance would be rather more involved of a planetary dynamics simulation than I think Aurora is suited for.
This may no longer be the case, as capture into any non-tidally locked orbital resonance seems to be
pretty dependent on orbital eccentricity, and that feature is now in the game. However, this still leaves the question of feature
implementation. Depending on how the extant code is written, implementing such a feature might be a troublesome amount of work for trivial benefit. More importantly, though, it might not be the best way to implement the feature in the first place.
As a "storytelling tool," Aurora is neither purely a computer game nor a table-top rules system, but somewhere in-between. Sometimes that balance can be struck via direct implementations, (the player-defined RP modules being a good example,) sometimes it cannot as it goes against fundamentally important gameplay mechanics, making it better implemented in a "house rule" fashion using GM - I mean, SpaceMaster - fiat (the recurring request for regenerating minerals being a neat example of the latter two.) This spectrum is important to consider because it has implications beyond the theoretical implementation of $feature. Again, the RP modules are a good example; a whole
framework allowing much greater flexibility than manual implementation of various and sundry RP modules could have, and with far less work required.
In short: what's the most elegant and concise way to implement this?
I would however not mind seeing some refinement of the colonization mechanics for these bodies, since in principle the light or dark side of a locked planet should still be colonizable at a similar cost to any other body at that temperature. However that would again probably be more complex than is really necessary in Aurora, especially now that OrbHabs, pardon me, Ark Modules are now viable as an alternative to infrastructure.
This is a good example - Ark Modules are not hard to re-fluff as orbital infrastructure for tidally-locked worlds (e.g. orbital mirror arrays to illuminate parts of the dark side and matching orbital sun-shades to shield parts of the day-side.) I'm not sure how to simulate a 3:2 world with the tools currently available, however.
If direct editing of the population limit in the database won't cause Aurora to crash, then it'd be relatively straightforward to implement this with a small third-party software tool (reads planet values from the database and flags any that are candidates for spin-orbit resonance capture so the player can edit his database as they see fit. With eccentricity values now calculated by the game and gas giant effects considered, most of the work is already done; interested players need only build on that.) Implementing it with currently extant in-game tools would be preferable, however, as it simplifies bug reporting (obviating the need to replicate the bug with a pristine database) and makes the option more accessible to less motivated players.
Does anyone have ideas relating to this? (I'll make a thread for it if there's more than a few paragraphs/posts worth of meat here. [There may not be.])