Space Empires 3,4,5 have always had this. 3 planet types (rock, ice, gas) x 6 atmospheres (including "None", for which you can actually design a custom race of robots that "breathes" it and implodes under any kind of gas atmosphere ... uh huh.)
This has inscrutable effect on game play. The possibility exists (like a half-remembered dream) that you could ally with your first 5 alien AI neighbors if they happen to breathe different atmospheres, and jointly become a 6-headed uber-faction. Then you'd jointly crush away the chaff races 6-on-1, until you finally encounter an opposing clique-of-6 that can stand up to you. Conversely, if your first 2 neighbors share your type/atmosphere pair ... then all 3 of you are the chaff, and you might as well quit and restart before some clique-of-4 crushes you all like bugs. But SE* diplomacy is so impoverished that this arch-strategy never actually emerges in real play. It's faster to just conquer everybody else regardless, then use their captive populations and stolen colony ships to settle those planets yourself.
Let's call this strategy the co-breathing clique. If diplomacy were perfect and races were rational, and assuming enough time for the emergent strategy of "cooperate if we can" to emerge through open competition (i.e. by consistently winning vs. all other strategies), then the existence of this strategy reduces games to a bully's sandbox, with the bad rule of largest clique wins. Then games are decided by map setup lottery: either your neighbors can co-exist alongside you, or they must compete with you.
This is maybe an unintended consequence of fabricating "more competition" in the name of richness. If it actually enables both cooperation and competition, then you've got all the elements needed to embed classic Prisoners' Dilemmas problems (plural for the n > 2 case
). Every diplomatic grand-level choice becomes "cooperate or compete?" (collude or betray). Then elementary game theory shows that the arch-strategy is something like Tit-for-Tat: always cooperate first, then do what he did last time. Then cliques can arise through mutual cooperation, and ... largest clique wins. That's potentially unfair in not-fun ways.
GC3's all-planets-same-type model neatly sidesteps this issue by making everybody a clique-of-1. More practically, GC3 diplomacy already looks like a full job to code and script. Adding the possibility of negotiating a symbiosis (joint empire, based on planet-sharing) might drive the poor devs bonkers.