@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?
is it normal to have a ton of systems with literally no planets and just a star?
Nex uses vanilla behavior for both these things.
Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?
Not at present. Maybe it could become a custom start in the future.
Question.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
Delay for existing colonies is added to the expedition interval for each NPC colony already in existence (counted on timer refresh, i.e. when a new colony expedition event is created). So with one colony present, 60 days is added to the cooldown, with two colonies it's 120 days, etc.
(There's also a 10 day delay between retries, if the generator fails to find a suitable target planet the first time)
It's not quite the stated idea, but you could set a low base interval and high delay per existing colony to have the NPCs expand rapidly at first and slow down after a while.