Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
Sadly, there isn't a general manual for most things 
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
Hello,
Just downloaded this mod and my game crashed at the loading screen. Any fixes?
11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
Make sure you're not using Nexerelin v0.10.3i (or any other mods made for Starsector 0.95.1a) with Starsector version 0.95a.
(Last version of Nex for 0.95 is v0.10.3g, available earlier in this thread or on the GitHub releases page)
When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?
Most Nex-spawned fleets require disrupting both the spaceport and (if any) military base to prevent spawning.
First of all, happy new year Histidine!
Second, I think the bonus admin system could use some slight buffs. When it was introduced the player could have 2 more colonies (iirc) in vanilla and the size limit was 10. Now in vanilla, we can only govern 5 colonies, with a maximum size of 6, each. That translates to 7 (each being size 6) colonies without stability penalty, or 11 (because (5+3)*6+(3*6)=66<80) with 3 stability penalty, for personally managed colonies.
Compare that to the previous state, where the 7 vanilla colonies resulted in a theoretical limit of 70 total market size, plus the bonus admins gave another 5 worlds for an additional 50 market size (unlocking the 10,25,50,80,120 bonus admins).
Additionally, the old skill system buffed stability with ground operations, so going over soft cap wasn't that big of an issue.
Moreover, the new system could seriously hinder our perception, that the player faction is an equal one. With the new skill system, you can't control a state as big as the Hegemony or in fact, you can't take over the Hegemony (total market size with size 6 planets, plus the two outliers (7,8) is 75 (6*10+7+8), but with only 5+3 (bonus) admins, you have to suffer a stability penalty of 4). This breaks Nex's 4X immersion because by definition, managing the Hegemony should be possible, building an empire with this size should be OK, if we suppose the player is an equal actor.
My suggestion to remedy the situation is to alter the bonus admin system, so it could support a faction with the size of the Hegemony without autonomous colonies, penalties, or AIs. Basically what I'm saying is that the player should be able to become the Hegemony using the same policies as the Hegemony, if we respect the in-universe rules.
One concrete example for an altered bonus admin system:
*The Hegemony at the start has a 65 total market value, with 12 worlds.
*Playe could govern 5 colonies without admins.
*The theoretical maximum size of these worlds using starting Hegemony population sizes is: 8+7+6+6+5 (Chicomoztoc, Eventide, Jangala, Yama, pick one size 5) = 32.
*It should be possible to govern the other 7 colonies with bonus admins, without penalties.
*It is possible to go over the cap to unlock one additional bonus admin.
*That means 65-(smallest market size for the Hegemony) should unlock 6 admins. That's 61 (Tigra City or Citadel Arcadia is size 4).
*Similarly 57/5 bonus, 52/4 bonus, 47/3 bonus, 42/2 bonus, 37/1 bonus as a minimum, if we suppose, that the Hegemony is a math problem that is a stable polity at every possible step during expansion (

), expanding first to larger worlds. Of course, no one stated this, but it would make the player's life easier.
*The only hard criteria is to unlock the 7th bonus admin at size 65.
*From the above calculations, if I didn't mess up, we could derive numerous [size/bonus admin unlock] series.
*For eg.: 5/1, 10/2, 25/4, 50/7 ...
*Another one 1/1, 2/2, 4/3, 8/4, 16/5, 32/6, 64/7... using the powers of 2
*Basically every combination works if it results in a stable expansion at least up until the size of the Hegemony.
I know that this is a pretty radical proposal, significantly altering the status quo. However, the base game changed significantly when it comes to colonies, so I think we must adapt to meet the new environment.
I hope what I laid down, makes sense and even if you won't adopt it you find my thoughts helpful/interesting. I know we can alter the numbers ourselves, but I think changing the default makes this already wonderful mod even more realistic, without a lot of hard work on your part.
So I'm hoping you found this useful and didn't mind reading through this long post.