I've had a second to take a look at this.
It's neat; the extended way you've generated and manage the System, alliances and all that is great. It's a lot cleaner than my early attempts and certainly a lot more complete.
What files would I have to change to make my factions, weapons and other things fit into the mod's framework? I'm rather interested in seeing what it's like to have a three-way war with the Glaug and seeing the bases change hands and so forth.
The main issue here is that what I've got is not a faction mod. I basically built a TC but it's mainly concerned with completely starting over again, in terms of weapon balance and physics and a bunch of other core stuff; none of what I've got plays very nicely with others.
What would I need to hack to get that done, and if I do it, can I release it?
Yeah I'm fairly happy with the approach. There's still a few bits here and there which aren't great but it's mainly because I haven't fixed them up and/or can't fix yet.
You will only run into issues if you rely on generators (as Exerelin overrides generators.csv) and any initial character stuff (as Exerelin overrides CharacterCreationPluginImpl.java). If you can avoid this, then you should be able to run the mods side by side. If you want to change these then you will need to merge the two mods.
Apart from those two, everything else should be fairly straightforward

Exerelin only really changes the campaign level stuff.
Start from the factions not included version of Exerelin, as it has removed most of the extra assets (that you probably don't want):
- Add your factions to ExerelinData.java
- You can add it to the array of possibleFactions (remove the other factions if you don't want them)
- Or you can add a check for a class from your mod to addModdedFactionsToList() and add the appropriate faction ID's if that class is loaded
- Add your faction specific weapon sets to ExerelinUtils.getFactionWeapons()
- If you don't, it will just add randoms
- ExerelinUtils.isCapitalInFleet() checks for atlas-like ship specs for station takeover fleets so you may need to add your equivalents to that
- There are a few of other methods at the bottom of ExerelinUtils to do with mining checks you may want to add more ship specs too
- Depends on how much you are changing
- Check ExerelinUtils.addRandomFactionShipsToCargo() in case you need to add exceptions to translate from ship spec to hull spec
- There are some examples already in there
- Finally, add the Exerelin specific fleets to your faction file
- See the blackrock, bushi or hiigaran ones for the best examples
A while back I had Exerelin merged with Ironclads and it worked fairly well

Feel free to release it but maybe just credit

Haha beaten
