Just a question to make sure if this is intended behavior or not.
I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.
Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Markets will only decivilize their stability is at zero for extended periods of time (at least 16 months), which should only happen when someone is actively raiding or otherwise disrupting the place. Are the pirate markets being regularly raided (although this shouldn't happen unless the pirate invasions setting is enabled)?
You can check the tooltips for the stability bar and the recent unrest to see what's causing their stability loss.
API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
Sure, I'll add a getter later
Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
It'll apply midgame, like with most other settings.