So there is no chance for saving particular good seeds and/or modifying them after for use as standard seed for that particular faction?
I'll see if it's possible to grab the game's core random seed; that would ensure that it matches that way, but only if players used that seed at start.
But essentially, it's designed to automate that stuff, so that Faction designers don't have to worry about the details of placing things at all. If you want stuff very specifically generated, you'll have to code that by hand (which is not terrifically hard, coding-wise, but is hugely time-consuming), which is why I built this, frankly.
Currently I noticed that generated faction markets start pretty self sufficient. Any chance for few starting setups that could be specified or possibility for making faction have specific designed markets?
Like
>making faction with one major market(mil) plus few smaller dependent on it,
>few half starved battered ones with serious problems
>faction having specific named pre generated markets
That should be possible; I'll consider putting a variable in that makes it more / less likely that the Markets other than the core are poorer. There's a bit of randomness already- you can set the Markets' max / min sizes, but essentially, it was designed so that a Faction in a far-flung location won't starve to death. Should be possible, yes.
Also what about relationship?
That's totally customizable, along with what types of planet the Faction can use (including custom planet types).
See this example from
The Explorer Society (which I built mainly to show how EZ Faction works):
#Please Note: names here need to be the unique Planet ID, *not* the name field!
"preferred_planets":[
"terran",
"terran_eccentric",
"arid",
"jungle",
"desert",
"desert1",
],
#Please Note: names here need to be the Faction ID, *not* the name!
"hatedFactions":[
"pirates",
"tritachyon",
"remnant",
"sindrian_diktat",
],
#Please Note: names here need to be the Faction ID, *not* the name!
"lovedFactions":[
"independent",
"luddic_church",
"persean",
],
Do note that you need to set that manually, but it's flexible and doesn't mind if <faction> isn't present in the generated game. So, if you want your faction to hate Luddites and love Exigency, that's totally doable.