This mod needs balancing. In nearly every game the factions become hostile for no reason. I don't have market shares, I don't have proximity to their bases, there is no real reason to become hostile, except the AI is basically mimicking Civ VI on Deity, where it seems the strategy is to make everything uber hostile, rather than create dynamics and relationships. I am not a programmer, so I can't say for sure, but it seems like the crux here is that if there is a reason for a faction to attack you they will. Having colonies eventually becomes taxing because the only thing you can do is defend your colony. No exploration, no missions, just slow defeat by attrition. I'm uninstalling for now. The idea is sound and exciting, the execution is not working for me.
The crisis system can feel very over-weighted and front-loaded, to the extent that starting colonies is absolutely
not what you want to be doing early on (or even mid game, really). Faction rep => you can manage colonies for that faction that gives the benefit of their military / trade networks (although these revert to their faction if/once you leave). Making colonies too early is #1 the worst noob trap in the game atm. Although, I agree: certainly early on in colony building, it feels like the crisis point escalation needs nerfing by about 1/3 since you do end up spending hours... solely on colony drama / defense, which can be very very draining (even late mid game).
The ideal plan is to start 1/2 colonies early mid-game (after exploring, gearing up, getting credits that you will burn like stars once you start colonies up) that
you fully intend to revert to the faction of your choice and THEN STOP. Use this base only for storage & repairs / basic supply+fuel production and do NOT attempt to expand. The crisis system does need some balancing, imho, given that you actively need to play against it early on, or you *will* get swamped: Nex basically assumes that it is a framework mod, and
expects you to have IndEvo and a couple of faction mods running (Junkyard, IX, Asteroiders are good ones, as they balance out core vanilla faction aggression / expansion). Prioritise your crisises: Pirates, TT, Persean is usually the order I do them. Don't touch AI cores until you have at least two others sorted and GET A GOOD SABOTEUR AGENT. This is a life-saver once it levels up >3 and auto-removes Path nodes for easy -20 crisis points in the background.
Military relays (+interstellar arrays) are your friends. Learning to use them & min/maxing the bonuses once you have a relay transmitter installed matters. A LOT. Also, make sure to make a Special Task Group (via special features in a colony) & dump all your excess ships in it - it's a free fleet that can be infinitely resurrected for credits and 400+ points of it really helps out. Press for an example:
There is a meta-strategy here for mods, which Nex essentially assumes you're playing with: at the very least, it expects IndEvo to be running, so a list of specific mods that play nice with Nex's colony/crisis system:
Spoiler
If you have IndEvo installed, make embassies and USE THEM. The worst crisis early on you can't avoid (Hegemony is easy to avoid) is Persean / TT because these are directly tied to getting anywhere, esp. Persean (although you could join, then leave later, but sub-optimal). Embassies are life savers (literally).
If you also have RAT installed make sure this one research colony is on ruins (and good ones) so that you can make a settlement on the ruin node and get even more goodies as well as the massive fleet bonuses it gives. Your Settlement in this mod is 100% amazing and a life saver, and RAT is a very good mod for learning colonies with due to this (somewhat hidden) settlement feature - you get fleet-wide bonuses to cargo cap, crew reqs, fuel/supply usage to the tune of 15-20% reductions. Massive. Simply HUGE. Oh, and if you use it on the white tech node (ruins) you get a free monthly mini-techminer for free loot. Super-useful early game.
Secrets of the Frontier adds a 100% guaranteed "noob friendly" system with a faction in it that will help defense. The faction is easy to please and will produce decent military defenses and hates the harder crisis factions so will always be backing you up with them. If you intend to go down this path, your galaxy seed is gonna matter: getting both a pristine nanoforge *and* having the system spawn close to other decent systems is a must before you start (my current game, Mia managed to spawn all alone with nothing but garbage/empty systems in a 8yr bubble around it. Suffice to say, not currently aligned with the Dusters in this one). But it can help a new player immensely while they learn to make colonies properly, and is a very good choice to load in with Nex to learn the ropes. Make sure to unlock the Faction specific quest line before selling that pristine - which you do want to do, since it'll turbo-charge their fleet production.
TASC: if you can unlock the stations, USE THEM. There is an edge case here where making AI colonies from these (and keeping them size 3) and stacking fuel / mining / void can really ramp your growth if you are careful and micro-manage the Hazard Pay to make sure you never hit size 4 on them so you avoid triggering Hegemony angst. Just be careful if you're also running the Sindrian faction mod, since they have a specific crisis of their own related to fuel that is a bit easy to trigger with this strategy (but do use them, they're fun).
If you have AotD installed then you're in for a world of hurt, since making colonies in this mod is even more difficult and ramping up any kind of military even more so. Making sure that you only have 1/2 bases and one of them is a research facility base that you basically do nothing but research until hitting tier 2/3 is practically required. Do this on a world you expect to throw away to the faction of your choice - and let it run in the background as you tech up while exploring. Due to the complexity of AotD-VoK, you're gonna need to plan a one system very carefully to survive, since you need exponentially more colonies to actually make an economy/military, which will speed-run a TT / Persean crisis. Don't run AotD-VoK until you know what you're doing, trust me. The best tip here is to build on a pre-Colony Collapse facility and pray you get the Vault event: investigate, hack, small energy = +1-4 free research per month = 1+1+3 = 5. And... (don't say this too loud) getting +4-5 research a month is by FAR enough to max the >T3 research out, easily, on its own. Worth finding one of the "easy" stations and sacrificing an entire fleet to clear it early game, then forgetting all about colonies until you've cooked enough research. And remember: when you do build, you need to build each stage in turn, which is a massive time sink - so focus on crisis strategies / mitigations before you attempt to do this: you have 2+ years before your military can even sneeze at the AI fleets
Basically:
do not run Nex without IndEvo + 2-3 faction mods, it's not designed for purely vanilla. Run it with IndEvo and make sure that a salvage yard is one of your early priorities: Nex has a lot of combat. Salvage Yards (and Junk Yards from JYD - Junk Yard Dogs) are your salvation early on - you
need to have one to survive:
You can also (rather easily) make Remnants (vanilla flavor) neutral by doing a couple of quests / selling cores in Free Market via a hidden Contact - although I've forgotten which mod adds her in. This obviously makes exploration a lot safer, and can even allow sneaky colonization of systems with fleets in that will be hostile to vanilla human factions. Likewise, at Freeport you can trade in your excess BPs to exchange for a RNG selection - sometimes you can snag an early Paragon BP (again - not sure if a mod). Same goes for the Academy Research mini-missions (I think this one is IndEvo or AotD).
A good strategy (with IndEvo + RAT installed) is to make a single colony on ruins for the bonuses, have it produce nothing but tech-mining for the goodies, get a Persean Ambassador and forget about colonies until much later in the game - you can even (RAT only) use a Faction colony for extra safety if you don't want to even start the Crisis Clock. Settlements are that much of a game changer.
Edit: one last thing, and the most important. In Starsector, Faction Knowledge => Player Knowledge but it's also the case that Player Faction = Player Knowledge. Which means when you start buiilding, as long as you stick the general theme of your faction (Low tech for Hegemony, High Tech for TT etc) you'll have an "ok" set of builds.
However, as soon as you create your own faction, you lose access to these BPs and start using your own individual knowledge. Which means, until you go out and buy/find a stack of BPs, when you hit that "
build me the biggest baddest Starbase you can" the game will do so, using your own BP selection: which early on likely means a 1,500,000 credit sink armed with peashooters and basic Sabot missiles. So yeah, something to think about before starting colonies and/or fleets.