I installed this and played for a while as another faction. After about a year, the Hegemony invaded Fort Toxx, which makes no sense as it's 1) a pirate hideout, and only the player invades pirate hideouts, 2) a chaotic junkyard orbiting a poisoned and useless world.
Hmmm I misread the code, I guess any pirate markets with a revanchist claim from an original faction can be invaded by anyone. Thought factions could only retake markets with their own revanchist claim I'll revert that.
Then Hegemony and Kadur agreed to a ceasefire.
Nope. Nope. Nope. Wrong.
Ceasefires aren't peace treaties. The Hegemony and Kadur will never be on good terms. However, factions in Nexerelin don't handle perma-war well anymore (because unlike Hegemony, Kadurs will literally war-wear themselves to death and will never get anything to be doomed to an eventual death without player
babysitting intervention). On another case, I'll probably need to add a negative disposition debuff to Hegemony-Kadur so they would maybe once in a blue moon get a positive event between the two while almost always negative events.
Also, your changes to Tortuga are entirely unnecessary and ruin the place's atmosphere
The conditions removed are defunct do not work as their description indicates at all. Whatever still works was still kept. It does look weird and janky when you read
Increases demand for hand weapons (by both various crime bosses and local citizenry) and marines (by the local authorities).
in Organized Crime and then code-wise, all it does is deduct stability.
Same for reading dissident population, seeing
$market is a dumping-ground for dissidents, rebels, free-thinkers, artists, and other troublemakers. Increases demand for weapons and marines to police the rabble. Increases availability of crew due to emigration.
and instead you get -1 stability. The conditions would've worked in older versions of Starsector and I would've kept it if they were stacked, but not anymore, unfortunately. It just ends up becoming a misleading perma-stability reduction or bonus. This is the same argument I make for the numerous amount of Waystations. They existed when accessibility was definitely hard to get-by now with a more lenient accessibility formula, the waystation becomes unnecessary. If you're talking about the IndEvo changes, they actually fit the Tortuga Station much better. Privateer Base will earn them a HUGE AMOUNT of commodities than what Light Industry and Refining will make to sell to you or hold onto if they are raiding as they should be and the Dry Dock definitely works out in helping to loosen out d-mods off usual pirate hulls.
I also disagree with the changes to Oasis. This was a system that held out against full-scale Ham-Agony assault for quite a while; they necessarily had a lot of people and a lot of industry.
Although I'm sad I had to downgrade the size 8 to size 7, it would have just been a prime target nex-AI wise to be captured by any enemy of Kadur (which they had plenty) I only removed the Heavy Industry simply because the Hegemony did not need 1 more as well as it gave them a much-needed power in invading other markets. The ideal farming colony shouldn't have Heavy Industry (as this would've attracted Pathers too) polluting their atmosphere and ruining their farming output.