Well that was totally coherent and useful "feedback".
(For anyone wondering: The player faction can have random diplomacy events happen between it and other factions, but it won't do the semi-random events that other factions' diplomacy AIs do, and it never sends out its own agents, unless the config file is modified. The player's commissioning faction can do those things, but that's just to be expected. Also if you manage to be at war with almost everyone, I expect that's generally a hole you dug for yourself.)
I have some questions:
-Do AI factions build new buildings? Because even pretty far in the game there are many AI colonies with 1 or 2 free building slots
-Do AI factions attempt to increase the growth of their colonies?
-Do they attempt to upgrade/build battlestations? Because even pretty far in the game there plenty of lvl 5+ colonies still with orbital station.
Amazing mod btw so I wish the AI will be better at managing their colonies
:thumbs up:
To answer your questions:
- NPCs will build new structures on size up or when the market is taken by a faction. However, sometimes it may decide not to build anything when it has an industry slot free. There isn't a particular reason for this, but it imitates vanilla's NPC markets somewhat.
- A new NPC colony gets 100,000 growth incentive credits, but this won't be refilled (it's likely to run out on things like volcanic worlds). Next Starsector version, new NPC colonies will use the "hazard incentive" mechanic, which is permanent.
- Normally an NPC market needs to be size 6 before it builds a battlestation (the check is done at the same time it decides whether to build other structures). This requirement is reduced if the market is station-only (no planet), a moon, and/or has a military base. The star fortress requirement is size 8, with the same modifiers.