Features- 4X game features in Starsector
- Factions will wage war against each other and try to conquer their enemies
- Diplomacy events see faction relationships changing over time
- Join a faction to gain useful support and represent them in war and peace, or start your own
- Alliances offer mutual assistance in times of war
- Planet descriptions can change as territory is won and lost (in development)
- More things to do
- Mine planets and asteroids for useful resources for trade, or some treasure
- Use operatives to subvert other factions to your own ends
- Requisition fleets from your colonies to carry out tasks
- Pay tribute for the right to infringe on factions' territory
- Bring aid to troubled worlds to keep them from decivilization
- Turn in prisoners for reputation or cash
- Browse the Prism Freeport for rare and pricey ships
- Construct remote outposts to aid exploration
- More events
- Remnant raids
- Relief fleets
- Vengeance fleets
- New starting options
- Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods
- Begin your journey with a range of starting factions and ships
- Gameplay tweaks
- Befriend pirates to lower the effects of their activity on your colonies
- Lower tariffs on trade
- ...and more enhancements
Report issues on GitHubQuick helpAlliancesMiningFaction config filesFAQChangelogSpoiler
## v0.11.2c (2024-06-15) ##
* Add option for player faction to automatically resist the police colony crisis
* Fix some dialog options for vanilla colony crises being removed
* This bug made the negotiation options for Luddic Church and Sindrian Diktat crises inaccessible
* Fix strategic AI not being able to form new alliances
* Fix multiple player special task groups sharing the same financial report node until next game load
* NPC operatives don't try to sabotage non-disruptable industries
* Lost scientist mission should work if retried
* Diktat colony crisis shows appropriate texts if PAGSM mod is running
* GroundBattleLog supports custom message types
## v0.11.2b (2024-06-02) ##
* Blockade nerfs
* When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
* Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
* When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
* Remove 35% invasion point discount for blockades
* Blockade period 180 -> 120 days
* Fix a concurrent modification exception when bulk reviving ships in special task groups
* Prevent a crash with UNGP's John Wick rule
* Fix a dialog interaction in police colony crisis
## v0.11.2 "Concert of Persea" (2024-05-18) ##
### Changes from beta 0.11.1x ###
* Can't weaken rebellions by buying more goods on the black market than were sold into it
* Player special task groups will use a gate if both they and the task target are in gate systems
* 'No invade story-critical markets' and 'no invade starting markets' settings won't affect raids or blockades
* Fix free port crisis crash when no eligible factions
* Fix crash on start when using ApproLight in random sector
* Fix strategic AI ignoring 'invasions only after player colony' setting and a bug in fleet event targeting
* Fix random sector memkey being set only after new game time pass
* Fix blockades always being replaced by invasions with strategic AI off
* Alliance offer intel includes relevant strategic AI info and link button if applicable
* Don't double stack defenses on Agreus when Ko Combine mod is running
### Gameplay ###
* Alliance fixes/improvements
* NPCs joining or merging an alliance requires player consent if player is a member
* Fix strategic AI spamming player with invites to an existing alliance
* Alliance offer cooldown is short if player accepts, long if rejected or expires
* Strategic AI can request an alliance merger
* When using strategic AI, don't ally outside of AI actions
* Pirate factions won't spontaneously join alliances
* NPC factions can launch blockades
* Unlike the League colony crisis blockade, these are smaller but don't have command or supply fleets to snipe
* Blockade has chance to replace raid if strategic AI is disabled (sat bomb now replaces invasion instead of raid)
* Colony crisis stuff
* Crises that originate from a specific market (League, Church and Diktat ones) will be properly suppressed if the origin (Kazeron, Hesperus or Sindria) is captured by another faction
* Add a pseudo-Independents colony crisis involving free ports (can be disabled in config)
* Remnant contact will now negate Remnant colony crisis points
* Remnant mission 'Salvation' improvements
* Knight fleet will use ships from Knights of Ludd mod if available
* Boss shard launch behavior closer to what was intended
* Fix some irregularities in special merc's immortality
* Invasion etc. adjustments
* Player colonies below size 4 won't be targeted for military actions (except in Starfarer mode)
* Autoresolve for Nex military events will take into account allied factions in the system
* Base strike missions and colony expeditions consume invasion points
* 'Revenge' invasions will not spawn if invasion points too low
* Ground units fighting won't cause industry disruption any more
* Strategy AI can have captured markets returned to the original owner if sufficiently friendly
* Luddic shrines can be visited even if the markets are captured
* Having an outpost won't block supplies request from quartermaster
* Derelict Empire also takes over pirate-type factions' markets at start, if pirate invasions are enabled
* Luddic Church ground battle bonus is squared on worlds with Luddic Majority
* Previously it was squared for being militia
* Increase bonus XP for agent action SP use and ground battle Inspire
* NPC special task groups 1/13th smaller, respawn delay 30 -> 60
* Proxy raids launched by strategic AI won't be hostile to sponsor faction
* Base strike missions should happen half as often or less
### UI ###
* Boolean settings to disable invasions/raids/sat bombs and colony expeditions
* Faction directory won't display factions that only have hidden markets
### Text ###
* Clarify intel text when tribute is cancelled by external factors
* Fix inconsistent captain's pronouns in 'File Drawer Problem' mission
* Market desc changer handles player colonize/abandon
### Bugfixes ###
* Fix undersupplied market concern crashing on update() if no producers left
* Fix an unusual crash with player special task group on game load
* Fix NPC factions not invading if their invasion point capacity has reached the minimum allowed
* Fix strategic AI general warfare concern causing sabotage of unrelated factions' industries
* Fix joining a ground battle sometimes not forcing relations to hostile when it should
* Fix stabilize package option being available when it shouldn't if a dialog option is removed
* Fix player saturation bombardments not being tracked in some places
* Buy ship rule should now work properly with S-modded built-in hullmods
* Fix invasion point refund for cancelled actions not taking stage into account
* Don't generate conquest mission if the reward is zero
* Fix repeat relations action allowing free reuse of story point effect
* Fix recruit operative action not showing on own markets
* Maybe fix prices not updating sufficiently after delivering commodities to suppress rebellion
* NPC ground units shouldn't be able to deploy if their fleet is destroyed (if fleets were not abstracted on battle start)
### Modding ###
* Ground battle stuff
* Add some config options for ground battle attacker and defender strengths
* Fixes/improvements in support for custom ground unit types and Crew Replacer mod
* Market conditions can generate ground battle troops
* Add handling for HMI Fang and Draco market conditions, AotD Planetary Defense Bureau industry
* Add some relevant getters/setters for insurance intel
### Misc ###
* End vanilla faction hostilities on loading Nex into existing save
* Update Silverlight variants for new OP costs
Note on using Save Transfer (and other console commands)You may want to use the
ResetRelationships command to start with fresh faction relationships (particularly if some factions died in the last run).
The
SetMarketOwner <market_or_location_name> <faction> command can be used to give a market to another faction (including one not currently alive in the sector).
CreditsZaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ and descendant mod compatibility
LazyWizard: Version Checker, Console Commands, other code
Soren: Player flags
Tartiflette: Prism Freeport
Weezer, Mace: Captured planet descriptions
The SS mod community: various content contributions, tips, pointers and feedback
Zeke "MesoTroniK" W.: Starsector team assistance
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this