"assign them a score based on local conditions and distance" is vague. Are the factions needs factored in the planet selection?
Not at present. I might code something for that (and industry construction) at some point.
(It's been low priority since NPC factions can generally import everything they need, at no cost)
Is there an option to disable allied victory conditions?
There isn't such an option currently, although I may add one soon.
As a workaround: you can make the game state no longer meet the victory conditions, then use the ResetVictory console command to "undo" the allied victory so to speak.
hey, I was wondering if Heavy Armaments would ever be given a purpose other than trade goods. Maybe giving a bonus to invasion strength? The way I see it, Combat Mechs and Tanks would be very helpful in an invasion or occupation, but due to logistics would not be worth deploying in a raid. This would give a believable use to a commodity that has no purpose otherwise and will (I believe) give just a little more depth to the game.
I've had this very idea in the past, actually! Added to the todo list.
Yo Histidine,
What is the limiting factor to the number of constellations (not taking sector canvas size into account) ? I've been browsing through the javs in star api and Nex and can't pinpoint what exactly keeps my 200k x 200k sector from not feeling desolate (tumbleweed_tumbling.jpg).
... sob... sob... halp
edit:
I think i found the origin of my misery.
int count = 100;
Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!