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Messages - Nyctophonik

Pages: [1] 2
1
Modding / Re: Colonies of the Modiverse
« on: April 26, 2023, 06:17:12 PM »
As so many people asked, I did /finally/ put UAF in (and also San-Iris Federation).
I haven't been around lately, so as usual, feel free to let me know if anything needs updating or if you have any factions you're requesting.

I've decided that I'm going to avoid putting down any faction mods where I can't easily contact the modders, just so that if anyone has a problem communication's easier. Which means no
Chinese/imported mods like FSF/Goathead/etc. for now anyways :P

2
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: April 25, 2023, 09:54:55 AM »
That is probably because Eridani-Utopia does not have a Nex FactionConfig. Vcuh666 and Nyctophonik were generous enough to put together profiles for the Ko Combine and Mbaye-Gogle. If you want to create one for Eridani I'm more than happy to add it to the release.

You rang?
But really, I haven't been playing much Starsector lately but I needed to go do some CotM maintenace and saw this. I'd be happy to help with Eridani's diplomacy if you'd like!

3
Modding / Re: Colonies of the Modiverse
« on: March 27, 2023, 09:11:51 PM »
this was hella useful for helping me track down a few factions i didn't have yet.
Thanks! Glad it helped out!

Since you are busy, any mods you'd want to put in the list a I can check them out in the meantime?
The only one that's currently waiting to be included is the United Aurora Federation. I'm not sure how I want to deal with translated mods, so I'm not putting them in right now (just because there's a little more complexity with if that modder doesn't want their mod in the database.)

Haven't been playing games recently, focusing on some other projects. Sorry! :-\ I'll get back to this as soon as I can.

4
Modding / Re: Colonies of the Modiverse
« on: February 07, 2023, 10:04:27 AM »
Hello, Your link help me a lot! I would like to share your link in the Chinese starsector forum, but google sheets are banned in China, could I copy it to the Tencent sheets so that others possible to view it?
I think I already replied to this, but absolutely. All the information here is freely available, technically.



edit: will you add UAF btw?

sorry, Wrong click
UAF (and some others) are missing, and I do intend to add them in, probably soon. I've been working on other projects, though, which is why it's fallen lower on the priority list.
I'll get on it as soon as I can!

5
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: October 23, 2022, 04:10:48 PM »
Ok, I played with the mod a little bit.

I didn't realize how... extreme? The diplomatic relations are. Which just feels very strange - the level of cooperation these factions have with others is to a degree generally unprecedented within vanilla and modded games, and it leads to much flatter diplomacy because of how quickly they tend to pick a side.

KoC has abysmal ship quality because Agreus is the largest producer. Might want to change that if you want them to be viable. Scrumpy's extremely valuable Orbital Works is basically just a big target as a result. By extension, do not remove the Heavy Industry on Agreus if Salvage Yards is kept as a Salvage Yards without HI cuts ship quality by 25%.

I also wanted to report the conflicts with DME but I see someone else got to that first.
& I still think that some of the Angry Periphery should get a pop boost (namely Randis & Hope + Jetsam/Flotsam joining as one larger colony) because of how incredibly small most of these colonies are making them generally redundant.

6
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: October 02, 2022, 02:41:53 PM »
Quote from: vcuh666
Nyct also seems more experienced than me, you should ask him for his finalised nex files and then compare and decide which ones you like best.
I've used yours. I'm not above tweaking it in the future but you did a damn good job as is.
I'm happy with vcuh's nex files, btw, I'm not planning on making my own. I still need to do some playtesting myself, let's see how things go with these two...

7
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 30, 2022, 09:47:15 AM »
I will say that the changes I suggested were made in the context of balancing for mostly vanilla. Smaller factions can afford to be more powerful and dense with development even in vanilla, too, just on account of their size.

Just realized you might not know, Shipbreaking will no longer be industry. Honestly I'm half tempted to remove it completely at this point, originally I removed refining and moved the Catalytic converter to KoC_breaking but CUM requires Tech-mining and refining to be placed on Argeus for certain features. The original idea was the KoC use shipbreaking instead of refining as source of metals. But since refining is now pretty much mandatory....
Ah. Makes sense.

The lack of orbital station on Argeus is deliberate, the in-universe reason being that the Hegemony are using Arcadia station Starfortress to police the system and both protect, and intimidate the Ko Combine. I imagine Argeus having its own stations is one of the 'red lines' the Hegemony drew when they sold the planet off. As for why MbG have a station, I put that down to Tri-Tachyon meddling, the Hegemony don't like it but there's a legal loop hole somewhere that permits an orbital station, and Tri-tachyon love it because it's one more trouble for the Heg.
I'm fine with Agreus not having a station. I still think Nomios might want an upgraded station

Not sure how critical Light Industry is to balance but if they need it for nex, slapping it in Angry Periphery is probably best.
The goods produced increase stability. While the industry itself is deeply unprofitable, producing your own goods makes it much harder to meddle with your faction while also guaranteeing your +2 Stability bonus from Domestic/Luxury Goods. In addition, the industry can flipped to being much more profitable on a free port, whre it produces drugs. It's one of the core industries so I'd highly recommend the factions use it, but you can easily get away without it if you really really want to (See: Outer Rim Alliance and Hazard Mining Corp. have no light industry)

Look interesting, the Angry periphery planets were designed description first, I've rolled in a couple of your changes. Might have to tweak the descriptions if we go too far off tangent:
I don't know your lore as well as you do, obviously, but I'll look this over and note anything that needs to be tweaked. I'd also note that we have VERY different styles of writing;
Descriptions from one of my star systems
  • Formerly known as Phola, New Rising was a production world pre-Collapse, and a member of the Aleph Network afterwards. The Aleph government grew highly interested in the caches of Domain-era technology on Phola, and their pacifist policies led to the dismantling of the planet's military installations. These efforts have been long-forgotten as the various factions in power since have completely reversed these policies.
  • Kinaria was an unassuming habitable planet, and was selected by the Eridani-Utopia Corporation for terraforming. On the path to becoming a lush, Earth-like world, operations were cut short by the Shatter and collapse of government. After stabilizing under the Aleph Network, attempts were made to decode and finish what the Corporation began. These projects have since all been halted or destroyed after the Hegemony annexed the planet many cycles ago.
  • Disconnected from the system but still conveniently close to a jump-point, Aprolys Harbour has maintained a large population as the seat of power in the Great Snake system ever since the station was constructed. The station was captured from the Hegemony by the Tri-Tachyon at the onset of the Second AI War. It continues to operate under their control, although both the Hegemony and the Aleph government-in-exile seek to potentially replace their rule.
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Nergal Descriptions
  • Lugalirra - The Sindrian Diktat's first foray outside Askonia, Lugalirra serves as a stopgap measure for increasing piracy against goods headed towards Sindria by enterprising pirates based in Umbra and elsewhere targeting the Askonia system. Though abundant in common ore, its volatiles are miniscule and transplutonic ore deposits ho-hum. When not shoring up deficits in Askonia, the mining bureau makes a moderate profit supplying the neighboring Mbaye's orbital works.
  • Meslamtaea - A hub for Mbaye's questionable practice of speculative cryofreezing and commercial practices. Those looking to quickly turn their credits into more credits without the risks inherent in intersystem trading turn here. Of course, maintenance doesn't come by cheap and one bad investment may leave hopefuls thawed and penniless turning to the same piracy that dissuaded them from a trader's life.
  • Nergal observatory - Originally a research station, now, a military installation and ship manufactory, the Nergal observatory produces the civilian transports and starliners Mbaye are famed for. With the arrival of new neighbors, the orbital works begin to produce more warships as a check against any overly ambitious Diktat officers. //Okay so they ARE an observatory
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Wurzle Descriptions
  • Knomoore - Commonly seen in propaganda advertising an honest days work(,) Knowmore is populated by the young and firery (fiery) beliving they can make it rich plundering the depths of Klendathu.
  • Harvester - The homestead of numerous independent mercenary units and those looking for a fight. When not contracted, many units participate in the bloody games that are broadcast across the local comm-net in a bid for glory and fame.
  • Scrumpy - Intend(ed) as an alternative site for the farm of the now famous Volturain (Volturnian) Lobster breeding program, the higher acidity of the planets water made the seas unsuitable for purpose. With environmental impacts now defunct(,) the planet was repurposed to fuel and ship production(,) and the seas became a convenient dumping ground for by-products and waste. //Then I think it's better for them to have Pollution and not too much else to increase hazard, just so that the Pollution condition stands out a bit more.
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Lagan Descriptions
  • Cess - After reports of a virulent biohazard spreading across Cess(,) Tri-Tachyon quarantined the planet and poisoned the skies, killing the population. The objective was to prevent the spread of the biohazard throughout the system(,) while preserving the infrastructure which held significant monetarily (monetary) value to the corporation. When the collapse came the Luddic Path saw an opportunity and recolonised the planet believing their faith would protect them. //suggesting a rephrasing: During the Collapse, a radical sect of the Luddic Path recolonized the planet, blindly believing in the sacred power of their faith.
  • Flotsam/Jetsam - Flotsam and Jetsam were constructed as part of a kite-racing track following Lagans rings. When the sponsors pulled out due to the inherent violence in the system an anarcho-syndicalist commune took over and decided the best way of settling draws was with a sword throwing contest. Needless to say the fans were mad and in a bloody take over turned to a life of crime to fuel their belt-racing obsession. //Having both Flotsam/Jetsam feels redundant. Maybe they could be a single market, kind of like how Culann & it's Starforge are technically two separate entitres but are listed under the same market. Attaching code file below.
  • Ligan - A colony of the slave variety (A brutal slave colony). Originally a penal colony, when the inmates took over the guards were put to work (a prisoner revolt led to the guards and citizens being put to forced labour). Any attempts to bring order to this place have been met with fierce discord and violence by the vying rabbles who have carved out their own special places in this hell.
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Thanks for the version! I'll look at it in a bit.

Lagan system
Code
{
"starSystem":"lagan",
"markets":[
{
"entities":["lido_moon_1"],
"faction":"luddic_path",
"size":4,
"startingConditions":[
"population_4",
"closed_immigration",
"toxic_atmosphere", //you could stack this with Irradiated if you feel extra brutal ;) I also have no idea if you could code this but putting in Unknown Skies' Military Virus would be perfect
"poor_light",
"water_surface",
#"inimical_biosphere", //wait why would they have this condition everything's dead
"ruins_widespread",
],

"industries":[
"population",
"megaport",
"heavybatteries",
"militarybase",
"aquaculture",
"orbitalstation",
],

},

{
"entities":["lagan_planet_2"],
"faction":"pirates",
"size":4,
"freePort":true,
"startingConditions":[
"population_4",
"no_atmosphere",
"ore_moderate", //just a suggestion on how to change this up, to make the planet more unique
"rare_ore_rich", //just a suggestion on how to change this up, to make the planet more unique
"vice_demand",
],

"industries":[
"population",
"spaceport",
"mining",
"refining",
"patrolhq",
"grounddefenses",
],

},

{
"entities":["jetsam_pirate_station", "flotsam_pirate_station"], //collapsing these two into a stronghold
"faction":"pirates",
"size":5, //or 4
"freePort":true,
"startingConditions":[
"population_5", //or 4
"organized_crime",
                                "poor_light"
],
"industries":[
"population",
"megaport", //racing track after all, also makes sure stability is preserved despite the commerce + freeport
                                "waystation", //racing track after all, also makes sure stability is preserved despite the commerce + freeport
"orbitalstation", //could easily be upgraded
"heavybatteries",
"patrolhq",
"lightindustry",
                                "fuelprod",
                                "commerce"
],
},
],
}
[close]

8
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 29, 2022, 02:31:22 PM »
Note: Argeus has 5 industries on it - Shipbreaking, Refining, Military Base, Tech-Mining, and Heavy Industry. Also no Orbital Station? I remember you saying that was deliberate though & I don't think it's a complete dealbreaker, but... well... the Mayasuran Navy uses the same doctrine of "many ships no orbital station & a big usually friendly base" and rarely fares well.
Also, with M-G's lack of good deterrents and poor diplomacy I think they could use a Battlestation on Nomios.
I'd also like to point out that neither faction contains any Light Industry, even when expanded.

My random mess of personal modifications (which you really don't need to listen to) (and includes a lot of semantic stuff, like collapsing # of conditions down to vanilla levels):
Spoiler
Code
{
"starSystem":"nergal",
"markets":[
{
"entities":["nergal_planet_1"], //cryovolcanic planet
"faction":"sindrian_diktat",
"size":4,
"startingConditions":[
"population_4",
"very_cold",
"poor_light",
"ore_abundant",
"volatiles_abundant",
"rare_ore_moderate",

],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
"mining",
],
},
{
"entities":["nergal_planet_2"],
"faction":"MaybeGoogle",
"size":5, //maybe even 6? cryo stuff wild
"startingConditions":[
"population_5", //maybe even 6? cryo stuff wild
"cold",
"poor_light",
"ore_moderate",
"volatiles_trace",
"ruins_scattered",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
["commerce", "dealmaker_holosuite"],
"refining",
"cryorevival",
],
},
{
"entities":["nergal_obs"], //is this an observatory? it seems like one but then the ore wouldn't make much sense
"faction":"MaybeGoogle",
"size":4, //maybe even 5
"startingConditions":[
"population_4", //maybe even 5
"ore_moderate", //what are they observing? maybe replace this with something more wacky
"rare_ore_moderate" //what are they observing? maybe replace this with something more wacky
                                "volatiles_diffuse" //what are they observing? maybe add this if it's something wacky
                                "organics_plentiful" //what are they observing? maybe add this if it's something wacky
                                "toxic_atmosphere" //what are they observing? maybe add this if it's something wacky

],
"industries":[
"population",
"spaceport",
"grounddefenses",
                                "mining", //ignore suggestion if actually an observatory
"orbitalworks",
"orbitalstation_high",
"patrolhq",
                                "cryorevival" //if this is an observatory this feels like the only colony that would absolutely have to have this
],
},
],


}
[close]

Spoiler
Code
{
"starSystem":"arcadia",
"markets":[
{
"entities":["nomios"],
"faction":"MaybeGoogle",
"size":5,
"startingConditions":[
"population_5",
"thin_atmosphere",
"cold",
"volatiles_abundant",
"organics_common",
"rogue_ai_core",
                "stealth_minefields",
                "trade_center",
],
"industries":[
["population", "orbital_fusion_lamp"],
"spaceport",
"cryosanctum",
"heavybatteries",
"militarybase",
["commerce", "dealmaker_holosuite"],
"cryorevival",
"battlestation_high",
                "mining",
],
},
{
"entities":["arcadia_station"],
"faction":"hegemony",
"size":5,
"startingConditions":[
"volatiles_abundant",
                "outpost",
"population_5",
],
"industries":[
"population",
"spaceport",
"militarybase",
"starfortress",
"mining",
                #"commerce", //stability drop and free market really isn't Hegemony's style
                "grounddefenses",
                "waystation",
],
},
{
"entities":["agreus"],
"faction":"KoC",
"size":6,
"startingConditions":[
"shipbreaking_center",
"ruins_extensive",
"population_6",
"ore_sparse",
"volatiles_trace",
"cold",
"no_atmosphere",
],
"industries":[
"population",
"megaport",
#["refining", "catalytic_core"], //shipbreaking
"militarybase",
"heavyindustry",
["heavybatteries", "drone_replicator"],
                "techmining",
                ["KoC_Breaking", "catalytic_core"], //moving the item over
#"orbitalstation",
],
},
],


}
[close]

Spoiler
Code
{
"starSystem":"wurzle",
"markets":[
{
"entities":["scrumpy"],
"faction":"KoC",
"size":4, //tempted to make this size 5
"startingConditions":[
"habitable",
#"cold", //the hazard rating on this planet is really high
"population_4", //tempted to make this size 5
"water_surface",
#"poor_light", //the hazard rating on this planet is really high
"organics_trace",
"pollution",
#"low_gravity", //the hazard rating on this planet is really high
],
"industries":[
"population",
"spaceport",
"patrolhq",
"heavybatteries",
"fuelprod", //not calling for it's removal but am pointing out that the Diktat won't like this. but the KoC don't seem like the Aquaculture type lol
["orbitalworks", "corrupted_nanoforge"], //why does this exist on Scrumpy and not Agreus?
],
},
{
"entities":["little_k"],
"faction":"KoC",
"size":5,
                        "freePort": true, //better than adding the condition manually
"startingConditions":[
"cold",
"population_5",
                #"free_market",
"low_gravity",
"thin_atmosphere",
"ore_abundant",
"rare_ore_moderate"
                "ruins_extensive",
],
"industries":[
"population",
"megaport",
"highcommand",
["heavybatteries", "drone_replicator"],
"battlestation_mid",
#"techmining", //not 100% sure what the lore/decision behind this is
                                "lightindustry", //so I'm suggesting they exploit their free port and make some drugs while sidestepping the Path
                                "mining", //or maybe get some local mineral production going
"commerce",
                "waystation",
],
},
{
"entities":["big_k_syphon"],
"faction":"independent",
"size":3,
"startingConditions":[
"population_3",
"volatiles_plentiful",
],
"industries":[
"population",
"spaceport",
"mining",
#"patrolhq", //rare for indies to have patrols
],
},
],


}
[close]

9
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 28, 2022, 06:49:48 PM »
By the way, do you have the new economy files (with updated Nomios/Agreus/other systems/etc.)?

I've just been looking over the econ files of the mod and Angry Periphery. I will note that a couple markets might want some minor revisions and that overall the population counts of all territories are VERY low, which I'm willing to concede as part of simply being creative. But I do still want to look at the new market information.

10
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 07:32:02 PM »
Does the monopolist trait cause factions to attack non-player factions as well as player colonies? I didn't know that.
I have absolutely no idea. But I think it does? From what I know, they will Destroy Commodity stocks (and other actions) with less restraint, and the penalites for economic competition definitely apply to NPC factions. It won't lead to outright war... if they don't get caught.

I'm absolutely positive that we'll find more reasons to make more changes though...I can't resist tweaking.
Of course lol

11
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 07:00:23 PM »
Nyctophonik, thanks for your contributions. I hope you can understand that I will direct all negative feedback from mod users directly into your PMs lol.
But of course.

Letting them keep monopolist will hopefully make them drag a bigger alliance partner into negative relations with the economic competition, or does it not actually work like that? So both factions have different ways of dealing with economic competition; either agents (MbG) or alliance partners (KoC).
Would the pacifist trait interfere with the intended behaviour for KoC?
Monopolist is an interesting trait for KoC to hold. The sabotages are done personally, without discussion between alliance partners.
However, it quite notably will cause an even larger rift betwen the KoC and Luddic Path, as well as other aspiring alliances. This is because Monopolist will cause the KoC to send expeditions onto factions that might even have middling or slightly positive relations with them, which could blow up in their face.
Pacifist would not interfere with KoC's behaviour as far as I'm aware - it prevents them from declaring their own wars but doesn't stop people going to war with them (or their allies) or them going to war alongside allies. Plus, Pacifist factions can even still declare war I believe, just that they're less predatory about it.

Overall, I think this is a pretty good final version, with any other changes being fairly minor.

12
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 05:02:24 PM »
Nyct, would you be willing yet to commit to a final traitlist for the factions?
Yeah, sure.

They're both greedy as *** megacorps. TT has the monopolist trait and it just seems very appropriate to all have that in common. However they are differentiated by exactly what export goods they are monopolists about.

For MbG I dropped paranoid but kept monopolist. If MbG exports only organs then it actually makes monopolist redundant, since I don't think the player can actually build structures to produce organs, or am I wrong?

Since we're balancing for vanilla, we're assuming only 1 planet (and I don't use Angry Periphery in my test game) so lowprofile seems like a survival necessity. Since koC is designed to ally with either Heg or perseans I can be sure they will be in a big nasty war so it seemed like they need the help. In your experience, is it not really necessary?
Low Profile is absolutely a necessity, and even then they might be at risk of invasion especially because of their poor defenses.
As for Monopolist, I feel like M-G should have it (organs can be obtained from Population at high enough sizes though, which could cause them to get mad at everyone) but if KoC is working for the Heg then it seems like the Hegemony would block any of those sentiments, no?
Although both Monopolist and Paranoid would be somewhat useless for M-G, because Monopolist gets them into limited amounts of trouble and Paranoid assumes that there's somehow a war they can win.

Given what we've went over, what are the other lore/gameplay reasons do you think make the case for reducing militarism?
Well, the KoC isn't exactly a military power and is ultimately run by a civilian government, just one stacked with ex-military. Technically most civilian governments are stacked with ex-military people though. As a megacorp, they're also probably going to be more pragmatic about their approach and so I feel like an emphasis on military at all would be misplaced. In fact I'd even go as far as saying they should get Pacifist, for the sake of simple pragmatism - while they might not identify as them they might have a strongly pacifistic foreign policy to avoid any incidents.

That's a relief, but in my own test agme I lowered the values by 2/3 and it seemed more appropriate. Or did you already read that aprt and take that into account?
I did, I think 2/3rds is a bit much but they should probably at least have the opportunity to switch allegiances - bring Heg/PL - KoC relations to +40 and +25 could cause such a balance, and Tach/Diktat - M-G relations to +60 and +30 or so could cause a similar oddity.

Putting it all together, my proposal for traitlist is:
M-G: Paranoid/Monopolist/Tempermental (1-2, prefer Temperamental), Devious, Low Profile
KoC: Helps Allies, Submissive, (Optional: Low Profile), (Optional: Pacifist)

13
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 03:47:57 PM »
To help consider how to narrow down the faction traits, here is how I would categorize them with lore justification.

Of the MbG, these are their core faction personality 'flavour' traits- "neutralist", "temperamental", "paranoid", "devious"
Lore reasons: Isolationist (neutralist), they have infighting among faction elites and rogue AI activity, never certain exactly who is in charge (temperamental). Worried about debtslave insurgency, don't want foreigners liberating their slaves (paranoid). Phase ships, covert activity and organ/slave smuggling with Sindria (devious)

For the KoC, these are the core faction personality 'flavour' traits- "devious", "submissive", "helps_allies"
Lore reasons: they are war profiteers who want more war for profits (devious), will seek alliances for protection (submissive), and then goad the bigger allies into fighting so they can sell industrial exports (helps_allies).

And these are the traits that both factiosn have but are for gameplay reasons only, not lore or 'flavour'- "monopolist", "lowprofile", "irredentist"

Monopolist to make them attack players, lowprofile to keep them alive when they have only 1 planet and the Angry periphery is not used, irredentist to help them recapture homeworlds when Angry Periphery is used.
I think that Monopolist can honestly be dropped, Paranoid and Devious will make them engage in more than enough hostilities (Opportunistic wars, failed agent actions)
Low Profile makes more sense for the isolationist M-G than the KoC, Irredentist isn't really required for either of them.

14
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 03:45:55 PM »
I'm glad to get a second/third opinion on this, because it means that I'm less to blame for bad balancing decisions lol.
No problem. I can make even worse balancing decisions for you :P

Irredentist was intended for use with the Angery Periphery submod, since their vanilla and modded defences are weak enough that they are likely to lose their homeworlds from Nex invasions. The intention was to ensure they would use the extra planets from Angry Periphery to recapture the homeworlds rather than attacking the planets of other factions. Is it redendant or excessive in this context? I don't actually use invasions in my game so I've never seen what a faction does when it loses a planet.
Generally, Irredentist makes the faction doggedly pursue retaking their territory. Revanchism, is, at minimum, -8 - and only increases with planet size. A 50% bonus basically shuts the door on diplomacy and usually makes war constant and inevitable, in my experience anyways. The Persean League having the trait, along with lots of easily-invaded planets, is why Nex games descend into war so fast.

Heirarchy/militarism was from the KoC being partly staffed by ex-hegemony military veterans, it also helps them join the Iron Shell 'Greater Hegemony' alliance which is an alliance based on militarism so they need it to be a positive value, without it they get locked out.
It doesn't need to be positive. It just needs to be not negative. You could set their alignments to 0 if you wanted. That being said, I see a much clearer case for Hierarchial over Militarist.

Nyct, did you think the diplo stuff was OK?
Other than the stuff I did bring up, basically yes.

In a nutshell Angry Periphery creates four new new systems two of which have planets for KoC and Mbaye. The intent was to give them a power boost; and try my hand at making custom systems.

It also enabled Commissions/Hostillities since it was disabled in Everybody Loves, but given the work Vcuh is doing on the Nex side I've decided to make enabled the default going forth.

Trade Centre and Outpost grant +2 Stability, I'm using them to help offset the -3 from Commerce. Similarly the +1 from Stealth Minefields offsets -1 from Rogue AI, although this was more of a happy coincidence since I was using them for flavor.

Keep up the good work Vcuh and thanks for the advice Ncyt.
I didn't know that. Neat.

15
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 01:48:14 PM »
The mod I made is a faction mod (or three). It adds some anti-Hegemony factions whose combined strength was, in testing, enough to deter the Hegemony + Iron Shells' often brokenly powerful alliance.
... most of the time.

Couldn't find any attachments on restructing the economics of KoC/M-G, but:
 - Do note that traits like Trade Center and Outpost have no effect right now. If you want them for the sake of having them, though, that's fine.
 - I'm pretty sure you want to be swapping the "mult" and "count" on the cryosanctum, to prevent a billion cryosanctums semi-breaking the economy.
 - I don't know if the Cryorevival center does anything considering that there isn't a ship to accompany it
 - The attachment for Arcadia has 5 industries on Agreus: Refining, Military Base, Tech-Mining, Heavy Industry, and Shipbreaking.

As for their diplomatic relations...
 - Irredentist feels somewhat unnecessary, at least on KoC markets. The bonuses to revanchism have a tendency to spiral out of control
 - Swapping off Dislikes AI on the KoC makes sense.
 - Generally, this is a lot of traits for factions to hold. Most all factions have no more than 4, because past that you start confusing players and the traits begin to lose their meaning. If M-G is generally isolationist, maybe drop Devious/Paranoid/Monopolist. If KoC is a Hegemony puppet and under their protection cutting Low Profile could be reasonable. Even if those factions might suggest those traits, they don't have to actually exist - and refining their identity down to a couple core traits would help.
 - This is probably the first time I'm okay with a faction having Helps Allies, @ modders stop putting Helps Allies on ALL YOUR FACTIONS
 - KoC being Hierarchial/Militarist to me seems like it should get a review. Also, consider making them both anti-Ideological. Especially the M-G.

Once I figure out how to do those little drop-down windows I could try my hand at reorganizing the economy.

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