Starsector 0.98a is out! (03/27/25)
Should there be any custom diplomacy settings between KoC and Mabye-Gogol to make them more/less peaceful to each other since they share a system? Are they rivals? I also forgot about the Sindrians, should Mbaye-Gogol have friendly relations with them as is implied by the picture in the original post? Are they selling slaves volunteers to serve Philip? I think it'd be good fit for M-B since they don't currently have any friends other than TT.The nex files are Ok as they are, but I made some very minor changes (gave them half the infantry morale effects of their parent faction, made Luddites hate KoC as much as Mbaye-Gogol, changed industry/bonusSeeds). Hopefully we can get it all finalised for the next official KoC release. I'd also suggest some minor changes to the fleet names in the .faction files of the original mod as follows to develop the themes of each faction.
The written faction lore was very helpful for imagining their personalities, they are both a different type of evil. The KoC is staffed by a mix of war profiteers and ex-Hegemony military veterans but without any of the oversight from civilian Hegemony nobility to hold them back. I like that it's ambiguous about who/what exactly the Mbaye-Gogol elite are, and is the Rogue AI a loser in an internal power struggle? The indentured servant stuff is a really strong theme for the faction and makes them stand out and be unique since we don't hear that about the other factions.They will give out commissions unless you don't use the custom .faction files. Mbaye-Gogol has phase ships so devious seemed very appropriate for them. Low Profile should keep them both alive for longer since they're both designed to get into protective alliances and the larger factions should be taking most of the hits.I considered making them both pacifist but it might prevent them from using the irridentist trait to retake their homeworlds from invasion, if it comes to that.
would you consider similarly adding a unique hullmod to all KoC and M-B faction ships to make them more distinctive?
At Louis Armstrong Station I can 'volunteer' 10 crew to gain +3 relationship with Pirates. I could raid the pirates for loot, then volunteer crew to get back the relationship loss and the crew will cost less than the loot.Shouldn't that relationship improvement be with MB? Also, it seems really high and is a very cheap way to get relationship. I'd suggest less relationship with MB in exchange for a much larger amount of crew.
Sindrians, yes, get them to buddy up. I imagine MbG would sell 'debt' to the Diktat as means of slave trading. I also envisaged MbG acting as clandestine contractors for the the Diktat, and in case SHTF MbG they have got a cryo-pod with Andradas name on it in case he needs to go in to hiding long-term.
Good shouts and calls, I'd actually imagined the KoC more like space Taiwan, wanting independence from the Hegemony but having no means while the Perseans supply them weapons for "self defense" in order to stir trouble. The Hegemony wants to reabsorb the KoC but publicly uses them as a outreach to independent colonies, who would otherwise refuse contact, as means of strengthen diplomatic ties with the ultimate goal of reabsorbing those colonies. Having them be war profiteers on the side works really well with that: "The Hegemony has asked me to visit you about restoring diplomatic relations, but if you don't fancy it I have all these fancy Persean-made weapons I can sell you...".
I'll admit, I haven't spent much effort balancing that, the whole thing is basically a bit of fun and a morale choice, do you even know what happens to those dudes...... they definitely ain't going in storage and I guarantee it ain't pleasant.The good thing is it has a cooldown so it isn't the easiest thing to abuse.
As for colonies, I'll have to get back to you on that...
Done. Kanta's Den is ruled by Warlord Kanta, who in lore is supposed to be 200+ years old. Her ingame profile pic makes her look very inhuman, almost alien. Kanta's Den also often has shortages of organs. Presumably Kanta is using harvested organs for life extension. It'd make sense if Andrada is preparing to do the same thing, and for MbG to have a special arrangement with Sindria.I feel like we have brainstormed some good ideas for faction lore. Maybe you could expand on the lore text that appears on the faction page ingame?
In Nexerelin games, they will need at least the second tier of defense station. Otherwise they will be too weak to resist the raids/invasions. In my test game I gave them the third tier. Like, a player usually prioritises defense for a starter colony so it makes sense that they also did that when they bought the planets.Both factions have the monopolist trait, which makes them more likely to send raids against the player in response to large market shares of player industry. In order to make this feature more active, they need to have more export industries. Right now MbG only has organs as an export so they have very little reason to send raids against the player.
{ "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", "orbitalstation_high", "mining", ], }, { "entities":["arcadia_station"], "faction":"hegemony", "size":5, "startingConditions":[ "volatiles_abundant", "outpost", "population_5", ], "industries":[ "population", "spaceport", "militarybase", "starfortress", "mining", "commerce", "grounddefenses", "waystation", ], }, { "entities":["agreus"], "faction":"KoC", "size":6, "startingConditions":[ "shipbreaking_center", "ruins_extensive", "population_5", "ore_sparse", "volatiles_trace", "cold", "no_atmosphere", ], "industries":[ "population", "megaport", ["refining", "catalytic_core"], "militarybase", "heavyindustry", ["heavybatteries", "drone_replicator"], "techmining", "KoC_Breaking",# "orbitalstation", ], }, ],}
As for getting that lore in game. I don't think the faction page is the ideal place as I don't want it to turn in to an essay. I've got a rules template for hooking it into Callisto. Getting the information from in-game characters would be a more organic and natural way for the player to find out the darker sides of the factions. Just need to figure out how to create custom persons and get them in game so it's not all coming from one person:
This is my concern with Nex, there's so many "they must" it takes away from them being unique, I want the KoC to fit in Vanilla first and foremost. Here's the current setup for Arcadia:
Nomios is built around commerce and the cryosanctum/revival, I've added mining as per your suggestion but gave them an Orbital fusion lamp instead of +1 size and light industry (Nomious is a rather cold place to live), the irony being that what they're mining is exactly what they need; Organics for Cryorevial and Volatiles for the Lamp. They'll never produce enough but they have a large commerce sector to drive imports.Argeus is shipbreaking and construction. Not much change here, you'll notice they don't have an orbital station, why...Because Arcadia has been upgraded to a starfortress! Arcadia is a logistics station, it's also serves as a 'reminder' to the KoC to not step out of line, it's there to both intimidate them and protect them should anybody encroach on the Hegemonies territory, which Argeus is considered a part of...
I smell nex settings/econ conversation...... but really, considering I made a giant database about it I like to think I'd be able to advise economic/diplomatic changes, if you want me to of course. I also made a (currently unreleased) mod focused entirely on the economy + politics over the guns or hulls.and while I'm here, how does the Periphery Planet Pack work? You say that it makes the Ko/M-G stronger, but I don't notice anything suggesting that...I'll probably just run the game for myself to find out, though.
I'll leave it to great Wound to explain, in his own words, his intentions for KoC, the PPP and Angry Periphery submods since they're his own work.
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 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.
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.
Plus, it helps to stop the debtslaves and organ farms from escaping. It's more about keeping people in than keeping them out...
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.Reducing traits seems reasonable, I'm not entirely sure which ones though. Great Wound, your opinion?
"diplomacyTraits":["lowprofile", "devious", "monopolist", "submissive", "helps_allies"],
"diplomacyTraits":["lowprofile", "devious", "monopolist", "neutralist"],
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.
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.
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.
Nyct, did you think the diplo stuff was OK?
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.