Fractal Softworks Forum

Starsector => General Discussion => Topic started by: idiotekque on July 28, 2021, 11:17:50 AM

Title: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 11:17:50 AM
Running into some frustration with colonies and doing literally anything but micro-managing them.

It feels like you can either have colonies, or you can explore and invest in other aspects of the game. Doing both, however, feels incredibly tedious and unreasonable. I am running Nexerelin, so that is of course adding to this issue, but I'm just hoping I can figure out a better means to juggling multiple aspects of the game at once without needing to completely focus on the mico-management.

For example, a Tri-Tachyon fleet came to disrupt one of my mining/refining colonies. I hung around in system to deal with them, but the fleet was laughably weak (a couple destroyers, maybe 5 ships), and random fast picket fleets of mine picked them off before I could even join the battle. So, I reloaded and used that time to do some more exploring in the meantime, and what happens? My fleets somehow didn't even interdict the tiny fleet (that they steamrolled when I was in system), and the ground defenses had to deal with them. They did, and they won, yet my industry was STILL disrupted regardless, even though the tooltip said that Tri-Tachyon's attempt failed.

This is what I mean by things feeling like you NEED to be present and micro-managing everything unless you want to fail and get your colonies screwed over at every turn. It feels like an issue.

Also, I currently have no active hostilities, no invasions, etc, so I take that time to go explore. After hitting two systems, I notice all four of my colonies are at much lower stability. Why? Apparently ALL of my comm relays have gone down. Why? Who knows, but I'm now forced to fly all the way back, cancel my entire expedition, just to reactivate the comm relays myself. There really should be a way for your colonies and fleets to handle minor things like this themselves, but as far as I know, they can't.

It honestly feels like you're just forced to micro-manage every last aspect of colony business yourself, with your personal fleet. Got a shortage? You have to pull from stockpiles yourself, with your personal fleet, to move to address said shortages, or your colony is hobbled for x amount of time (when you should just be able to tell your colonies to move those stockpiles around themselves). Some kind of shipment going somewhere? Better escort it personally, lest you risk a high rng rate of losing it, leading to more shortages (for multiple cycles, it feels like I've had "-2 stacks from a lost shipment" active on at least one colony at any point). Literally any sort of invasion or disruption? Good luck leaving that up to your colonies if you aren't personally present, even if it's "likely to be defeated in orbit", because your colonies just cannot consistently handle anything on their own, even with 100% fleet quality and 150%+ fleet sizes on every colony. If you aren't there, things are probably not going to go well.

I know that these frustrations are greatly placed upon Nexerelin adding mechanics to the game that can only be managed so well with what exists in base game thus far (which is probably why they are not yet officially in game in the first place). Having further options of commanding your colonies and AI fleets to do various tasks would alleviate these issues greatly, allowing you greater freedom to take on other tasks instead of being forced to micro-manage colonies to such an extreme level.

So I guess my question is, what suggestions or tips does anyone have to handle colony management while performing other tasks, like exploring, without being forced to cater to your colonies nonstop? I love the colony system for tons of reasons, but I really just wish there was a better way to not sacrifice every other aspect of the game once you colonize anything. It really does feel like you have to choose one or the other, unless you want constant, tedious issues and management.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Sutopia on July 28, 2021, 11:21:32 AM
Sounds like a random mod messed with colony. In vanilla I never had to personally participate in the expedition defense battles to prevent industry interruptions, and the comm relays don’t randomly get taken over.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: SCC on July 28, 2021, 11:33:12 AM
Patrols will take comm relays back automatically, though I don't know how long does it take.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 11:35:47 AM
Sounds like a random mod messed with colony. In vanilla I never had to personally participate in the expedition defense battles to prevent industry interruptions, and the comm relays don’t randomly get taken over.

Well, I would imagine that a lot of these mechanics are Nexerelin additions, which is mainly what I'm talking about. I tried to point that out in the OP. There shouldn't be any other mods touching things like this, I have a very lean, inobtrusive list.


Patrols will take comm relays back automatically, though I don't know how long does it take.

Will they really? I guess I'll fly around for a bit and see if that happens, I didn't know that was a thing that happened.

EDIT: On closer inspection, I have no idea what the issue is on the comm relays. It seems like either the game or Nexerelin just decide colonies are lacking relays when they aren't. After a day or two it seems to remember that they exist, and things go back to normal. Very confusing, but maybe not a dramatic issue.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Yunru on July 28, 2021, 11:44:24 AM
Nex prides itself on launching fleets at you that are guaranteed to be stronger than your defences, iirc without a cap.

What can happen is while in system other fleets hostile to TT, but not of your faction, can also intercept, shifting those numbers. While away from the system, however, the abstraction doesn't take things like that into account.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 12:04:30 PM
Nex prides itself on launching fleets at you that are guaranteed to be stronger than your defences, iirc without a cap.

What can happen is while in system other fleets hostile to TT, but not of your faction, can also intercept, shifting those numbers. While away from the system, however, the abstraction doesn't take things like that into account.

That is kind of unfortunate. I love Nex, in that it pushes the game into a more complex direction with a focus on 4X mechanics, but in a 4X game, it would be absurd to force the player to be personally present in every situation to micro-manage and handle every situation personally. For certain instances, it makes total sense to require your command. Big important invasion? Sure. The 16th Hegemony AI inspection fleet? Eh... And why does that fleet need 3 Onslaughts and 2 Legions?

Like, I appreciate the challenge when I want to duke it out against a faction and have huge, impressive battles. But there's more to the game than that, and it feels like it's just been completely overtaken by massive fleet battles nonstop forced by colony micro-management. It sucks the life out of the other aspects of the game.

What I don't understand with that TT instance, is that the tooltip of the incursion said it was likely to be defeated in orbit. When I was personally there, there were probably 6+ fast pickets nearby the colony they were going after, preparing for the incursion. TT jumps in, 2-3 fast pickets jump them, they instantly die and fail their mission. When I'm not in system? Apparently they just bypass or defeat every fleet in the system, "fail" their disruption mission, yet still disrupt the colony's industry regardless? It just feels completely broken, and forces more player micro-management to avoid those broken results, or just terribly unlucky rng.


EDIT: In the end, I guess I shouldn't be complaining if I install Nexerelin. I'm starting to see that it's a mod that seems to assume if you have it installed, your entire focus is colony management and massive fleet warfare 90% of the time. I just wish there was some sort of middle ground, because I like a lot of things it adds.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Sutopia on July 28, 2021, 12:23:17 PM
Re: comm relay
I think it’s only not recognized when you load a game. The comm relay should be registered in a day or so after the game load. Otherwise it sounds like a bug.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Kohlenstoff on July 28, 2021, 12:53:29 PM
The only real nuissance were pathers in game versions before the Bar event and before the active Gates. But now the colonies need not too much babysitting. Just put at least 3 or 4 of them in one system and max the defenses to the top. As long as your colonies are close together and as long as the system is not too big, they should be quite safe. But if you choose to have few colonies in gargantuan blue star systems, it may become a bit harder to leave them alone. More space means less fleets per square.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Sutopia on July 28, 2021, 01:04:05 PM
The only real nuissance were pathers in game versions before the Bar event and before the active Gates. But now the colonies need not too much babysitting. Just put at least 3 or 4 of them in one system and max the defenses to the top. As long as your colonies are close together and as long as the system is not too big, they should be quite safe. But if you choose to have few colonies in gargantuan blue star systems, it may become a bit harder to leave them alone. More space means less fleets per square.
FYI the battle is abstracted when you’re away and I don’t believe the size of the system is taken into consideration when an expedition is calculated remotely.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 01:27:55 PM
The only real nuissance were pathers in game versions before the Bar event and before the active Gates. But now the colonies need not too much babysitting. Just put at least 3 or 4 of them in one system and max the defenses to the top. As long as your colonies are close together and as long as the system is not too big, they should be quite safe. But if you choose to have few colonies in gargantuan blue star systems, it may become a bit harder to leave them alone. More space means less fleets per square.

FYI the battle is abstracted when you’re away and I don’t believe the size of the system is taken into consideration when an expedition is calculated remotely.

So, how exactly is it calculated? Because when you look at a situation like the TT one I mentioned, in a system with a size 5 and 6 colony nearby each other, with 100% fleet qualities, 150-200% fleet sizes, against a disruption force of 5 small ships, what in the world kind of calculation allows them to nearly succeed? The calculation seems utterly nonsensical no matter how you cut it.

Like, it would be good to know what those calculations take into account. I was not aware that a tightly packed cluster of colonies in a single system is a helpful setup for that, but that also isn't a "just do this" solution. That takes finding a very specific location, and then you're trading choosing lucrative planets for choosing a defensive location. "Just" finding four tightly packed colony locations, "just" maxing out their defenses... I don't know, that doesn't feel like a "just" to me, that feels like a very, very specific minmax setup to avoid over-the-top micro-managing invasions.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Kohlenstoff on July 28, 2021, 01:37:47 PM
The point of the whole game is about min max and most players will never get everything they want. At the end it's all about priorities. And im not the one, who chooes your priorities.

I noticed, that in bigger systems more leftover stray fleets swarm around, while smaller systems get cleaned faster. It's somewhat logical, because the own fleets have less space to spread.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 02:05:30 PM
The point of the whole game is about min max and most players will never get everything they want. At the end it's all about priorities. And im not the one, who chooes your priorities.

I noticed, that in bigger systems more leftover stray fleets swarm around, while smaller systems get cleaned faster. It's somewhat logical, because the own fleets have less space to spread.

I mean, I don't really think so? I'm not talking about achieving flawless results in every category of the game. I'm talking about having a few colonies, and still being able to explore now and then while your colonies can fend for themselves to some extent without your constant intervention. That really, really should not require minmaxing.

If there is a difference between small and large systems and auto-calculated results, that would be good to know, though. I see that too if I'm present in the system, but I'm not sure if that is a factor when it comes to auto-calc results when you aren't present.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: intrinsic_parity on July 28, 2021, 02:19:28 PM
I think the game still simulates the fleets flying around in the system just not the combat between individual fleets. Having multiple colonies in the same system just massively increases the number of fleets in the system, increasing the odds of stuff getting intercepted/defeated. I could be wrong about that though.

When I've seen my defenses fail in Nex while they were supposed to win, it's usually because there were multiple events happening at the same time (pirate raids, other expeditions/invasions etc.) and those weakened the defenses temporarily. I don't personally defend anything and with a minimum of 3 colonies, I haven't lost any defenses I wasn't supposed to lose.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 03:37:44 PM
I think the game still simulates the fleets flying around in the system just not the combat between individual fleets. Having multiple colonies in the same system just massively increases the number of fleets in the system, increasing the odds of stuff getting intercepted/defeated. I could be wrong about that though.

When I've seen my defenses fail in Nex while they were supposed to win, it's usually because there were multiple events happening at the same time (pirate raids, other expeditions/invasions etc.) and those weakened the defenses temporarily. I don't personally defend anything and with a minimum of 3 colonies, I haven't lost any defenses I wasn't supposed to lose.

I will definitely need to slap a third colony into my home system. At the moment I've got a size 6 auric world that's fantastic, and a size 5 mining/refining/heavy industry barren planet that took awhile to be that profitable, but is doing great now. There's an irradiated planet in system that's a bit of a mess, but it does have alright resources, so it probably is worth eating the hazard pay and boosting fleet size in the system.

Sadly, most of the time I am just dealing with Hegemony 90% of the time, who "won" the game a month in, has 11 markets (even after taking two from them), and is a part of a three-way alliance with the Church and Diktat, so I would imagine that just massively boosts their fleet size for invasions and whatnot. When they send inspection fleets, they always, always have 4+ battleship/battlecarriers, every time. Maybe that's just a normal thing, but I wouldn't be surprised if it's influenced by their market size or something. Unfortunately, I don't think my system is ever going to rebuff things like that on their own.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Sutopia on July 28, 2021, 03:55:33 PM
I think the game still simulates the fleets flying around in the system just not the combat between individual fleets. Having multiple colonies in the same system just massively increases the number of fleets in the system, increasing the odds of stuff getting intercepted/defeated. I could be wrong about that though.

When I've seen my defenses fail in Nex while they were supposed to win, it's usually because there were multiple events happening at the same time (pirate raids, other expeditions/invasions etc.) and those weakened the defenses temporarily. I don't personally defend anything and with a minimum of 3 colonies, I haven't lost any defenses I wasn't supposed to lose.

I’m fairly certain the game doesn’t actually simulate the fleet when you’re afar. I am friendly to practically every faction. Pirate would send trade fleets to me and they would get crushed by other factions’ trade fleet, creating local deficits despite being in-faction supply. However, if I just go do my own stuff in core world or go explore the other side of the sector, there is never a deficit.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: shoi on July 28, 2021, 07:03:27 PM
With Nex, the best you can do is launch defense fleets to make sure they're protected. If I had to guess, what happened is that one of the "elite" fleets that nex gives factions rolled up since you weren't around to immediately stop their disruption fleet and steamrolled what was in system.

Not sure how effective turtling up a single system is, since that would just lead to the following invasions scaling as well.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 07:27:21 PM
With Nex, the best you can do is launch defense fleets to make sure they're protected. If I had to guess, what happened is that one of the "elite" fleets that nex gives factions rolled up since you weren't around to immediately stop their disruption fleet and steamrolled what was in system.

Not sure how effective turtling up a single system is, since that would just lead to the following invasions scaling as well.

I do need to figure those bits out, I forgot you could do that. How long do those last? Because as far as I know, you still have to go to x colony to spawn something like that in person, right? And then that fleet factors in for auto-calc battles while you're away?
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Phenir on July 28, 2021, 07:50:43 PM
With Nex, the best you can do is launch defense fleets to make sure they're protected. If I had to guess, what happened is that one of the "elite" fleets that nex gives factions rolled up since you weren't around to immediately stop their disruption fleet and steamrolled what was in system.

Not sure how effective turtling up a single system is, since that would just lead to the following invasions scaling as well.

I do need to figure those bits out, I forgot you could do that. How long do those last? Because as far as I know, you still have to go to x colony to spawn something like that in person, right? And then that fleet factors in for auto-calc battles while you're away?
I think they last about 2 months but also take a month or two to launch. You can press Z to launch fleets from anywhere.
The way I look at it, an expedition being successful isn't that big of a deal. If you have multiple colonies, the rest of them are still giving you full income so you should barely notice the drop in income. Obviously, invasions are different but you asked for that if you are at war with a faction.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 28, 2021, 10:06:54 PM
I think they last about 2 months but also take a month or two to launch. You can press Z to launch fleets from anywhere.
The way I look at it, an expedition being successful isn't that big of a deal. If you have multiple colonies, the rest of them are still giving you full income so you should barely notice the drop in income. Obviously, invasions are different but you asked for that if you are at war with a faction.

Huh, I will have to play around with that more. Thanks for the tip.

To be fair, of course, "asking" for war in Nex tends to be out of your hands a lot of the time. Declarations of war feel like a monthly occurrence regardless of what I do. It's manageable enough to not fight a war on three fronts (Hegemony/Sindrian/Church alliance, fun) with operatives, but still, is what it is without console.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Histidine on July 30, 2021, 12:51:20 AM
Quick stuff:

Quote
a Tri-Tachyon fleet came to disrupt one of my mining/refining colonies
Was this a raid (which is added by Nexerelin) or a punitive expedition sent due to market competition (a vanilla feature)? But either way, the autoresolved event saying it's failed while having caused disruption to anything sounds like a bug that shouldn't be possible. (The opposite seems more likely; there are ways it can report success while not having done anything more than kill the orbital station).

It honestly feels like you're just forced to micro-manage every last aspect of colony business yourself, with your personal fleet. Got a shortage? You have to pull from stockpiles yourself, with your personal fleet, to move to address said shortages, or your colony is hobbled for x amount of time (when you should just be able to tell your colonies to move those stockpiles around themselves). Some kind of shipment going somewhere? Better escort it personally, lest you risk a high rng rate of losing it, leading to more shortages (for multiple cycles, it feels like I've had "-2 stacks from a lost shipment" active on at least one colony at any point).
Personally I don't bother fixing shortages or trade disruptions at all, except when stability drops to dangerous levels. Unless compounded with other problems, the most they can do is cause some loss of income, you may as well do whatever stuff you were planning to do.

Nex prides itself on launching fleets at you that are guaranteed to be stronger than your defences, iirc without a cap.
Invasion fleets are capped (albeit the hard cap is 2000 FP, which is more than what it considers enough for some of the toughest modiverse star systems like the Legio home system, but a player system's defenses can exceed even that). They do scale based on the target system's defenses and target market size, but the defense numbers go up faster than the invasion size.

Not sure how effective turtling up a single system is, since that would just lead to the following invasions scaling as well.
I'd expect it's still beneficial, since
- it negates non-scaling threats like vanilla expeditions and Nex remnant raids
- as mentioned above in this post, defenses scale faster than the attack strength
- scaling a Nex invasion/raid up costs the faction more 'invasion points', so they'll come less often


General advice
If you don't have a strong station on your key planets, build one, and install an alpha core on it if available. Stations are very strong in autoresolve (a level 1 station is rated roughly 3.33 times as much as an unofficered Paragon), and can be even more powerful in actual combat when supported by the player fleet. It also gives some nice stability, is cheaper to run than a military base and doesn't take an industry slot.

How autoresolve works, tl;dr version
When a raid or other such event is autoresolved due to the player being far away, it works broadly as follows:
*This is based on each fleet's FP (not DP, although the difference doesn't matter to player decisions), modified by things like D-mod count and officers.
**Also based on attacker fleets' FP when autoresolved, except for Nex invasions which have a different calculation I won't get into here.

-Additional note: For pirate and factional raids, which target the whole system, the above process is done once for each market it decides to target, with diminishing attacker strength for each successful 'round'.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on July 31, 2021, 12:06:00 AM
Was this a raid (which is added by Nexerelin) or a punitive expedition sent due to market competition (a vanilla feature)? But either way, the autoresolved event saying it's failed while having caused disruption to anything sounds like a bug that shouldn't be possible. (The opposite seems more likely; there are ways it can report success while not having done anything more than kill the orbital station).
This was a raid to disrupt an industry, yes. It's been a week or so, so I forget the exact industry (it was either mining or heavy industry, fairly certain), but the way it played out was:
So, I'm not really sure. It wasn't a big deal, but it was silly imo for it to have to go to the ground in the first place, with a battlestation in orbit, a size 5 and 6 colony, clearly no troubles killing it in space without my assistance when I'm in system, yet a near failure when I left the system. Maybe they "failed" to disrupt the industry, but due to the fighting on the ground it was still... sort of disrupted, for a shorter period of time? I don't know, either way, it seemed incredibly nonsensical and had drastically different results when I left, which is why I mentioned it all.

Personally I don't bother fixing shortages or trade disruptions at all, except when stability drops to dangerous levels. Unless compounded with other problems, the most they can do is cause some loss of income, you may as well do whatever stuff you were planning to do.
I will totally admit this is true. It isn't a huge deal, it's just a seemingly constant occurrence that lends to my feeling that unless there is a constant, personal player hand in most matters, there will be consistent failure mixed in. Certainly not a hill worth dying on due to the minor impact it has, I admit, just a side detail.

Invasion fleets are capped (albeit the hard cap is 2000 FP, which is more than what it considers enough for some of the toughest modiverse star systems like the Legio home system, but a player system's defenses can exceed even that). They do scale based on the target system's defenses and target market size, but the defense numbers go up faster than the invasion size.
One thing I do want to ask regarding this, does the market size and/or alliance size of an invading fleet have an impact on invading fleet size? Because Hegemony is the big boy in my current game (they "won" in the first two months, so y'know), they're in a three-way alliance with the Church and Diktat (it's disgusting), and they have certainly consistently sent fleets that make everything else look pathetic by comparison (outside of, again, player fleet interference).

And would that factor into non actual "invasion" fleets as well? Is it a normal occurrence for an AI inspection fleet, for instance, to consistently be loaded with 4+ battleship/battlecarriers? Onslaughts and Legions are a cakewalk with a player led fleet, but unless I babysit for all their actual invasions (and inspections, I suppose), my colonies are just kind of boned on a dice roll. And that's in two systems with two large, just about max upgraded colonies in each, 7-10 stability each. Keep in mind they certainly focus on the weaker targets of the two, for good reason, but it just feels like my fleets are an incredibly flimsy impediment to their massive fleets, despite max quality fleets ranging from 150-200% size. I guess that just isn't enough when it comes to the Hegemony in a lofty position in the sector.

Loading everything up with AI cores is certainly an option, but for roleplay (and challenge, I suppose) purposes I have kept actual admin slots to humans (with the ground tactics perk on most if not all of them) and AI cores to industries. I know I can't really complain too much if I'm not using the best possible resources for the task, but I do also feel like that shouldn't be a necessity either, in every case.

I appreciate the deeper dive into how it all factors in.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Yunru on July 31, 2021, 03:48:52 AM
AI inspection fleets can get insane, and that's just vanilla.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Histidine on August 01, 2021, 07:08:10 AM
One thing I do want to ask regarding this, does the market size and/or alliance size of an invading fleet have an impact on invading fleet size? Because Hegemony is the big boy in my current game (they "won" in the first two months, so y'know), they're in a three-way alliance with the Church and Diktat (it's disgusting), and they have certainly consistently sent fleets that make everything else look pathetic by comparison (outside of, again, player fleet interference).

And would that factor into non actual "invasion" fleets as well? Is it a normal occurrence for an AI inspection fleet, for instance, to consistently be loaded with 4+ battleship/battlecarriers? Onslaughts and Legions are a cakewalk with a player led fleet, but unless I babysit for all their actual invasions (and inspections, I suppose), my colonies are just kind of boned on a dice roll.
Nex has another per-faction invasion/raid size cap, based on the faction's industrial output (which is also used for how frequently invasions and raids occur). This was added so factions that have been reduced to 1 or 2 planets can't launch huge invasions. Output isn't shared between allies, each faction builds up invasions/raids based on its own economy.

The cap doesn't really apply to a small but healthy faction, e.g. in the new game with a vanilla sector I just checked, Luddic Church's cap is 1151 FP, or over half the hard cap of 2K. However, smaller factions take longer to be able to launch an invasion of the same size.

Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Punitive expeditions work similarly, but the numbers are different (starts at 50 + 50, and I'm not sure if the number of attempts is shared between factions).
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: idiotekque on August 01, 2021, 12:53:26 PM
Nex has another per-faction invasion/raid size cap, based on the faction's industrial output (which is also used for how frequently invasions and raids occur). This was added so factions that have been reduced to 1 or 2 planets can't launch huge invasions. Output isn't shared between allies, each faction builds up invasions/raids based on its own economy.

The cap doesn't really apply to a small but healthy faction, e.g. in the new game with a vanilla sector I just checked, Luddic Church's cap is 1151 FP, or over half the hard cap of 2K. However, smaller factions take longer to be able to launch an invasion of the same size.

Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Punitive expeditions work similarly, but the numbers are different (starts at 50 + 50, and I'm not sure if the number of attempts is shared between factions).
Oof, yeah, it's the vanilla ones that have quickly proved to be more ridiculous than the Nex ones lately, then. The last Hegemony invasion wasn't even terrible, just two fleets with a Conquest or two in each. Inspection fleets are just broken I guess.

Finally figuring out how to launch defense fleets was a massive help, in any case. If a raid or invasion pops up, it's very doable to just split your fleet points launching two medium sized fleets from two colonies in system, so that they're up and flying before the enemies get in system, and they have been pretty effective in just scaring invaders off without much of a battle thus far. Obviously takes some cash to pull off, but at this point my colonies are pulling in 800k a month, so what's budget mean, lol.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Yunru on August 01, 2021, 02:34:37 PM
Nex actually makes AI Inspection fleets easier:
Just kill the tyrantsHegemony.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: DownTheDrain on August 01, 2021, 05:49:59 PM
Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Is there a way to turn that down or at least cap it at a certain size?
I really don't want to wipe the Hegemony, for thematic reasons mostly, but if those inspections keep growing indefinitely...
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: Histidine on August 01, 2021, 06:18:31 PM
Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Is there a way to turn that down or at least cap it at a certain size?
I really don't want to wipe the Hegemony, for thematic reasons mostly, but if those inspections keep growing indefinitely...
The numbers are hardcoded (though a mod can in principle modify the events' code). But inspections do cap at 550 FP and punitive expeditions at 350 FP.
(Also, as the inspection or expedition gets bigger, the amount of thing-that-makes-faction-angry needed for the event to occur also increases)

Brief code explanation
Inspections and expeditions have a "threshold" figure. When the cumulative amount of AI use or [things that trigger expeditions] exceeds the threshold, the event is launched.
Fleet size is 50 + (threshold/2), threshold doubles after each event.
Inspection threshold starts at 250 and caps at 1000. Expedition threshold starts at 100 and caps at 600.
[close]
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: DownTheDrain on August 01, 2021, 07:39:09 PM
Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Is there a way to turn that down or at least cap it at a certain size?
I really don't want to wipe the Hegemony, for thematic reasons mostly, but if those inspections keep growing indefinitely...
The numbers are hardcoded (though a mod can in principle modify the events' code). But inspections do cap at 550 FP and punitive expeditions at 350 FP.
(Also, as the inspection or expedition gets bigger, the amount of thing-that-makes-faction-angry needed for the event to occur also increases)

Brief code explanation
Inspections and expeditions have a "threshold" figure. When the cumulative amount of AI use or [things that trigger expeditions] exceeds the threshold, the event is launched.
Fleet size is 50 + (threshold/2), threshold doubles after each event.
Inspection threshold starts at 250 and caps at 1000. Expedition threshold starts at 100 and caps at 600.
[close]

Thx for the explanation.
Good to know there is a cap, though with those values there might as well not be. 550 FP (or 18 Paragons if we're gonna use that as a measurement) is way more than any of my systems could handle on its own.
Title: Re: How to better micro-manage colonies while doing other things? (Nexerelin,mostly)
Post by: robepriority on August 04, 2021, 08:21:31 AM
Yeeeep.

The Hegemony is canonically the closest to reestablishing the Domain. Most factions are intended to be fully antagonistic or at least separate from them.

A nex playthrough should be either allying with the Hegemony yourself or setting EVERYONE against them and going on a burning crusade.