Looks like only Pirates and Pathers are hooked into this system. I was getting AI inspections and faction attacks on industry like in 0.95.1a before, completely unrelated to the tracker.
So it seems player still needs to stack colonies with Military Bases as before just to keep expeditions off his back without intervention from the player's fleet. All this hostile activity does is change how pirates and pathers works.
In previous releases, colony defense was all about stopping expeditions from major factions, preferably without any intervention from the player's fleet (because dropping everything the player is doing to travel long distance to intercept a raid is annoying). Pirates were only a threat to the core worlds (which was the main babysitting headache after player colonies were secure), and Pathers were avoidable (never get +7 interest on colonies). I put Military Bases on every colony just to have enough firepower to crush expeditions without my fleet's intervention.
I probably need to abandon my first colony because it only has one decent habitable planet (with gate and close to core, the other planet has Decivilized, and permanent -2 stability from Decivilized Subpop. is a dealbreaker). No way single planet can defend itself from classic expeditions once factions send three endgame fleets per raid. I was hoping the Hostile Activity encompassed everything aside from AI inspections.
Question: Does gaining +7 interest per colony cause a cell to appear on a player colony or is cell generation handled by the new hostile activity? I did not build the Mining>Refinery>Orbital Works with forge on one planet because that resulted in +7 interest, Pather Cell, and whack-a-mole Pathers in the last few releases. Similarly, I never bothered to use the shunt tap because +8 was an automatic cell.
I definitely want at least a Nanoforge and Synchrotron to keep up with demand from Military Base, let alone High Command. (I did not build High Command in recent releases because they demanded too much.) Other items are nice, but I can live without them.
Also the Luddic Path part of the Colony Threat event is is just bad. Why am I getting Colony event threat increase from them when I knocked out their base? That makes no sense. Their base is dead, period they have no power at my place. The description even sais this that due to their base being disrupted they arent doing anything yet the event creeps up with like +25 points like there is no tomorrow. This is not fun.
This was my problem with pirates before my Patrol HQ went online, and there was no indication that building Patrol HQ would influence Hostile Activity. Until HQ went online, I watched the bar creep up helplessly with no way to stop it (and talking to Kanta was a dead end with what I had, not that I want to). It was only luck that I built Patrol HQ instead of Ground Defenses just because I wanted to secure my relay from pirates and stray Remnant frigates. There is no info on how to gain defense points (or more hostile activity from enemies) to counter default hostile activity.