I got some questions. Similar to the [Redacted] question above, would this make pirates slowly default to 0 REP with you over time? I think a more natural behaviour would it be for REP to increase or decrease to whatever original REPutation you had with the faction at the start of the game, so Pirates would need to be constantly pacified or else the rep would slowly decrease again to its original and such.
Currently it works with a csv file describing factions, their equilibrium points and the decay rate.
I wonder how this works with Nexerelin and it's dynamic faction relationships.
The mod will not care. If you have faction events enabled, I would say my mod is superfluous, but you do you.
It's also worth noting that I can't just blanket set all factions to decay towards 0, because of boss factions, so none of mod factions will decay.
If you want mod factions to have their reputation decay, too, you can make your own .csv file (or edit the one in the mod) and put any mod factions you want there, you just have to know their ID. Due to how the file is loaded, you can put any mod factions there, regardless of if you have their mods enabled or not.