This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.
Yeah, that's something I dislike too.
Nexerelin makes it worse by creating more supply disruption sources, but procurement missions not contributing to local supply is an issue with vanilla code. I'll post a suggestions thread later.
last update seems interesting, do you have some details about how colony expedition work? like, should i not sell survey data? Can they fail? Does faction stop after a time?
- Faction colony expeditions work completely independently of player's surveying (so you don't get an incentive against doing surveys).
- They're basically guaranteed to succeed if nobody interferes with them, although averting them (credit cost increases with each use, but more slowly than for expeditions) and giving the fleet an "accident" in space always works.
- The colony expedition interval increases with the number of NPC colonies already formed, but they won't actually hard stop unless they run out of in-range planets they consider suitable for colonisation.
anyone know how derelict empire mode works?
or what a derelict market is exactly? how are they meant to function? I totally don't "get it" they're markets that you can't interact with?
They exist only to be conquered, basically. So everyone starts with one planet and takes territory at the expense of the derelicts (a bit like classic Exerelin, if anyone remembers that).
Question: If you make a colony autonomous, does its exports still count as in faction for maintenance reduction? For example, say I get a gas giant with a mine set up to provide volatiles: if I make it independent, do my fuel production colonies still have reduced maintenance?
*checks* Turns out it does!
Also, I am incredibly intrigued by the scenarios - any more details about what the system entails?
Long story short, a modder can have the scenario run arbitrary code at certain points in the game (character creation, after procgen, after initial economy load, after the new game time pass) to set up the initial Sector they want.
The space of possible scenarios hasn't been explored yet so I can't say how much is possible without breaking an existing assumption of the game/mod. But if someone wants to do something I can add support for it, if it's not too hard to do so.
(The custom starts are much easier to set up, especially since they affect fewer things; I expect more modders have things they want to do within this scope anyway)