There is a design question here, would we all rather:
a) resources were flatly distributed throughout the world (based on depth, or some other simple metric), or
b) resources are distributed based on planet type, biomes type, and land formation?
The game is currently configured for option b.
- Different planets have different distributions, abundances and scarcities - giving the player a reason to travel between worlds.
- Different biomes and land formations also have different distributions, abundances and scarcities - giving the player a reason to travel within a world.
(Its not quite this simple but this description gets across the ambition.)
The community may discover that Gold is abundant on a particular planet, in a particular biome, deep in a particular mountain. If it is scarce elsewhere then this information is valuable, the resources can be harvested, and then traded.
If you're finding a resource hard to find - go explore - find a different looking place and dig around. Or talk with the community about where they found it. Or offer to trade with some one. Or create a Buying Plinth and set an attractive price.
The purpose is to optimise the game for player real time or asynchronous interactions, either in game or in the community. To try and make Boundless uniquely different to similar games.
It's also possible Gold is too hard to find on the Home worlds. We will tweak the spawning balance based on feedback and live metrics.