1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.
See post above yours
Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?
I could implement something like that in the future, yeah. Need to think over details like "does the target faction pay bribes, and if so, when?" and "if the faction resists, is the inspection likely to actually succeed?"
Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?
Maybe in the future. Assuming the cores are not destroyed on the spot by inspectors anyway...
Is it possible to turn off the insurance thing? It completely ruins the mod for me. Very easy to get very rich very fast with little work not very fun.
playerInsuranceMult in exerelin_config.json
Although I'm not sure how the player is getting rich, since they're only getting paid for losing or devaluing ships, which have a greater cost to replace/restore than what is paid. It's still a net loss.
Are people committing insurance fraud, to extract more value from random recovered ships than is possible by breaking up or selling them? I hadn't felt the need to fix this before, but if it's widespread I may do something about it.
Observing some strange behaviour that I don't think is intended. I captured Mairaath from the Persean League a while ago and gave it to my commissioned faction, the Pirates. The Luddic Church later invaded and captured it, but I supplied the resulting rebellion with enough marines and guns to retake the planet before the first suppression fleet could even arrive.
Problem is that every time the game processes that the planet was "captured" a random faction decides to invade another Pirate planet that I captured from another faction earlier. Even when the response makes no logical sense whatsoever, like a completely unrelated faction deciding that a completely different planet that once belonged to another unrelated faction must be invaded. Or in one particularly strange instance, the Tri-Tachyon decided to launch a sat bombardment fleet against Olinadu "as an act of vengeance in response to the vile hostile actions of the hated [my character]".
Supporting an anti-Luddic Church rebellion on a planet they took from my commissioned faction that I captured from the Persean League earlier and gifted to the Pirates = vile hostile actions that the Tri-Tachyon, long-time enemies of the Luddic Church and neutral faction to the Persean League, must respond to with saturation bombarding a former Persean League planet currently occupied by pirates? What ? Am I missing a few pages from the Persean rules of engagement? I do not comprehend how this is supposed to make sense, logically or in terms of coding. Something seems broken here...
It's following very simple rules right now: Pirates take market, other faction launches counterattack against any pirate-held market, which doesn't necessarily need to be against the market most recently flipped. Pretty straightforward even if the results don't always make sense.
(Yeah, the revenge mechanic is pretty gamey in general)
Sat bombing formerly-held-by-third-parties planets does look pretty awkward in general, so I may add a relationship check against the original owner. For the other part, when the revenge handler picks a faction to launch the counter-invasion/sat bomb, I could also exclude factions hostile to both player and whoever the player last attacked.
Hello,
I'm making this post because I have an issue with the mod balance that I would like to figure out.
Right now I'm using the mod with a lot of other mods, so those obviously affect the balance. In particular I am using the Terraforming and Station Construction mod - which obviously makes forming your own colonies easier (especially when I can get AI cores more easily eventually via my own production).
Yet in my current game, my issue is: the AI factions do not found new colonies nearly often enough.
I am 4-5 years into my game, and am the largest faction in the game, with a total size of about 100 in my colonies. All of which I founded on my own (about 16-20 colonies in total). Most of them run with an Alpha Core, and despite the Hegemony sending occasional AI inspections it is trivial to bribe them (or I could trivially defeat their forces, but that's a combat balance thing).
In that time, the AI have formed a grand total of around 6-8 new colonies, with only 3 of the factions bothering to do so. So every single AI faction "put together" founds about 1-2 colonies "per year," which is an enormous amount of time given how easily you can farm money with bounties or other things and form your own colonies.
Effectively: does anyone know how I could fix this, and what options I should tweak if so? I want the AI to actually expand their empires among the stars (I have a larger size for my galaxy as well), so they can provide a credible threat to me for longer rather than being trivialized the moment I am able to hold onto a handful of colonies.
I think there also needs to be some limitation on using Alpha Cores to run your empire far past the normal size limitations, or else the AI needs to actually be able to pose a credible threat to you if you start doing that, but that's another matter which would probably require other balancing fixes.
Right now the fact that the AI seems to barely found new colonies, and also barely seems to go after your colonies with any actually dangerous forces, seems to make the game trivial once you are able to actually build your own stuff. Seems to me that moving into the 4x aspect and forming your own colonies should expose you to much greater risks, but I'm not seeing them.
Hello!
Best I can suggest right now:
- Lower the colony expedition cooldown (
colonyExpeditionInterval in exerelin_config.json)
- Don't use alpha core admins; I expect Alex will eventually add consequences for them, but they're not in now
- Use Starfarer mode, which slows player colony growth
(The NPC colony expedition interval is currently fairly long so NPC factions don't grow like weeds all over the place and become annoying to put down, but I'm open to reducing it, even by large amounts)