EDIT: add first point
TL DR what are the related affects when set to true? For allowpinvasion.
It lets pirates have ceasefires with other factions, and join alliances. Also a few minor things (like Nex raids will affect pirate markets in the target system).
The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
Yeah, pretty much this.
Yeah, while I like the Hegemony more than most people, the fact that they somehow allied with the Persean League and now all resistance is futile only a couple years into the game kinda kills the whole warring sector idea...
I think I'll tweak the diplomacy settings to make it harder (or outright impossible, if I get mad enough) for Hegemony and League to ally.
(If it does happen it
would be pretty much a 'win condition' in lore terms, but there are reasons it has yet to actually happen in the Sector's history...)
Experiencing a bug where I don't get a warning about incoming invasion fleets. I get a warning with a distinct sound for expeditions, but when another faction is attacking my colony in order to take it over I get nothing, so I have no opportunity to defend myself.
Its possible that there's a standard notification popping up, but given the sheer volume of notifications generated by unrelated activity its impossible to read them all.
Hmm, it plays an extremely distinct sound (sounds/nexerelin/sfx_interface/alarm.wav, used only for invasions) when an invasion is pending against a player colony.
However, only the regular intel sound plays when the invasion is targeted at the player's commissioning faction. I should change that, probably to the vanilla expedition sound.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)