1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?
Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).
EDIT: Random sector might be worse at this. My second last game had 7 decivilizations at cycle 217.
Although this still isn't catastrophic in my book, especially when the affected planets can be resettled by NPC factions.
2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.
It should probably try not to put initially hostile factions in the same system together, yeah. This might require some major changes to how the random sector market allocation works, though. Made a note for now.
Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?
Nex doesn't change the economy in any significant way. (I did tweak export income from drugs, domestic goods and luxury goods a bit)
Is there a way to slow down factions taking other factions' planets? Is it what colonyExpeditionInterval setting is responsible for? I am looking for a way to slow the game down a bit and stop one or two factions snowball into having 25+ markets while others have less than 5 after a couple of cycles. Don't get me wrong. I love the mod, but would like to make it a bit slower paced. I've already increased the eventFrequency.
For invasions, modify the invasion settings in exerelin_config.json (easiest way is to increase
pointsRequiredForInvasionFleet)
So i was looking at the bitbucket page for nexerelin and I noticed it said agents could steal blueprints on this page.
https://bitbucket.org/Histidine/exerelin/wiki/New%20agent%20design
Was this ever put in?
I was trying to steal blueprints from a few Diable Avionics stations and couldn't get the option to show up.
I really did like the idea of corporate espionage when working with a faction to steal their blueprints.
Haven't implemented it yet. It's on my todo list though!
I actually wasn't sure about agent blueprint theft since I don't want a "credits to blueprints converter" mechanism, but now that raids can do much the same thing in vanilla I might think it over some more. (The alternative was to have the agent steal an actual, physical ship and bring it back to a player colony)
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
Looking at the code, by default the bar delivery mission's cargo amount is 50-75% of player's max cargo capacity (determined at the time the bar person is generated), with a reduction for particularly expensive items.
(this is vanilla, Nex doesn't change it)
Was your cargo already partly full when you went to the bar? That would explain it.
I figured out what was causing the Hegemony to cancel tribute and go hostile to me. They are part of an Alliance with the Luddic Church called the Dragon Fellowship and for some reason they go to war with my tiny planet. For reference both the Church and Hegemony are at either neutral or positive relations with my faction so the idea that they are voting to go to war with me and cut out income from my tribute while actively expending resources to pursue a war against me makes no sense at all. Why are they pressing the issue when we have an arrangement and both sides are profiting? Also why is there no notification for the Alliance declaring war on me?
The fact that apparently the only intel notification of the war is the tribute cancellation indicates either a (huge) bug, or some other mod's code modifying the relationships.
Did you do
anything that would affect relations with Hegemony or Luddic Church, around the time the tribute cancellation happens?
What's your modlist?
If you have a save before the thing happens (or can get one by restoring from the automatic backup in the save's folder), does it happen again after you load that save? If so, I'd appreciate it if you upload the save; I can try to take a look at what's happening then.