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Actually, it requires additional influence for some actions with sector or factions, so I'm working on some stuff which will balance this moment. In general it deepens the gameplay with factions and sectors, but there are not some features at this moment, as I've spent enormous amount of time in trials to understand the logic and to create a proper GUI screens for my ideas. However now I've almost finished this platform and will soon be able to work at new features.
I'm glad to say, that finally I've managed to finish this major update of my Imperial Routine mod. Besides, that is is still not a final version, it’s a huge step forward, because I can use this as a platform for future additions and features.
In this update after a lot of doubts and thoughts I’ve removed regionalist ethics and turned back to basic faction attraction. This means, that pops still have the possibility to have different ethics but to be in the regionalist faction as well.
A lot of efforts were spent to create an adequate GUI screen to operate with sector and faction, which I’m planning to use for further ideas and features.
And for this update I tried to add at least some political stuff for sectors/factions and I’m planning to expand them later.
So, maybe it sounds like a not so many features for this moment, but it’s really hard for me to find extra time for this development. I hope you will enjoy this update. And I have some appeals for you, guys.
I would like to ask you to test this mod in general - how sector faction concepts works, some basic features etc. Just to understand the state of gameplay.
And the second request - I will be really grateful if you suggest me some ideas for sector faction demands, as I’m a bit exhausted at this moment and feel a lack of interesting ideas.
Well, anyway, thanks for your attention, I’m looking forward for any feedback. Have a good play.
reworked sector faction mechanics
available sector features for machine empires
obvious sector capitals, sector reconfiguration
new sector faction demands: governors, faction leaders, planets, etc
restrict migration edict
better suppressions
some xp for faction leaders
new beautiful GUI screens for sector management: development, politics etc
I think, that I will significantly reduce faction attraction to decrease the size. But I don't want to push it to hard limits, because the idea was to make it more alive.
Hello everyone. This will be a small new teaser for future updates.
While you're waiting for Apocalypse release I continue to polish this mod and work on interface and some sector features. This time I want to show you a Sector Management screen where you can briefly observe regional situation and quickly move to detailed management of entire sector. Earlier it was possible only from special planet edict which wasn't so comfortable and I suppose the new way is much more better.
This screen provides general information about each sector, sorting them accordingly to distance from the empire capital to sector capital planet. Some icons show tooltips with detailed information, like effects icon - it shows modifiers coming from different edicts, policies or events within hovered sector. Also, they are colored depending on some conditions. By clicking on the row you'll be transferred to sector management screen.
And the Sector Overview screen. I will leave it without any comments for this moment : )
So, according to Dev Diary #102: Edicts, Campaigns and Unity Ambitions now we have significant changes to edict system. As the most of them are shifted from planetary scope to entire country I have to do something similar for sector-wide edicts and reconsider their concept. That's why I think they have to be not just a simple modifier boosting minerals or energy output, but rather more specialized and interesting, designed for sector specific purposes (like increasing sector system cap or some interactions with sector faction etc).
If you have some ideas about that - feel free to share, I'll be glad for any feedback. Especially, what kind of new edicts I have to add for sector.
And here's the latest screen related to sector edicts in the state for this moment.
In the last post I was telling some doubts about my sector edicts due to coming changes in 2.0. I felt that an old edict system where edicts used to provide just a simple modifier for minerals, energy or whatever is no longer actual. I think that they have to be more "local" and related to situation within and around specific sector. I suppose it will be more interesting to interact with sector in such way.
I've already made a draft list of some edicts but I'm sure that I'll expand them later after Apocalypse release. So, here's a small teaser.
I'm trying to keep vanilla files without any changes as much as possible, just to separate my mod from the general gameplay. So it has only some minor overrides which are really not so important, so I suppose it's compatible almost with any mod.
Hello all.
My last posts were quite a while ago, but I was continuing to develop my mod, preparing it to Apocalypse expansion. The previous topic was about sector edict system and I want to put an end to this question. The problem was that PDX had changed the edict's concept, mostly moving them from planetary to country scope. That's why I've decided to change my paradigm too, refusing the simple modifier system (bonus to minerals, food or energy output etc) and moving to more complex solutions. I was trying to make sector edicts more live, local and tied to the sector state, reflecting the real situation around it.
So, there are some basic concepts:
Sector Edict Cost
Is based on the number of sector colonies. The formula is: 50 +25xN, where N is amount of sector planets. At the beginning, it's easier to enact sector edicts in comparison with edicts for similar number of planets, but in time it'd require much more influence, so you will have to choose what's more important at this moment.
Sector Edict Length
Currently it has been set to 10 years, but I'm still thinking about increasing the duration to 20.
Available Edicts
Now there are 10 sector edicts. I suppose I will add extra ones a bit later. Also, some edicts could be changed/removed in future.
Edicts descriptions are very draft. Sorry for some grammatical or lexical mistakes, feel free to tell about them.
Capital Focus
Sector will focus on its own capital planet, transferring significant amount of resources from core worlds or sector colonies. This will develop capital much faster, but will seed a certain amount of discontent among other sector worlds.
Pop Resource Production: +10%
Pop Happiness: +10%
Offworld Mining Licenses
Sector will focus on its own capital planet, transferring significant amount of resources from core worlds or sector colonies. This will develop capital much faster, but will seed a certain amount of discontent among other sector worlds.
Strategic Resources: +1 to extracted
Space Assets Optimization
Sector government puts additional efforts on managing all existing mining and research stations, significantly reducing their upkeep.
Mining Station Upkeep: -25%
Research Station Upkeep -25%
Internal Colonization
Sector spends additional efforts to manage internal colonization within. Well organized process allows to encourage more pops to take part in colonization.
Pops on new colonies: +0.5 per existing sector planet
Border Trade Agreements
This sector initiatives have positive effect on private border trade between neighbor countries. It also impacts the relationship between traders and country negotiation capabilities.
Country Trade Attractiveness: +5%
Neighbors Opinion: +10
Leadership Education
Sector receives additional investments to state educational programs. This programs are focused on finding and education of all potential leaders in various fields, increasing the number of available candidates in the leaders pool.
Leaders Pool Size: +1
Propaganda Broadcasts
This edict aims to work with different social groups showing the benefits of collaboration between government and population, reducing regionalism attraction.
Regionalism Attraction: -10%
Faction Encouragement
Central government and faction authorities have no disagreements for this moment and working in conjunction. It pleases all faction members.
Faction Happiness: +10%
Military Training
Sector will launch massive military education campaign. This campaign prepares officers for any challenges during their service on fleet.
Ship Starting Experience: +50
Ship Experience Gain: +25%
Anti Piracy Campaign
Sector launches military campaign to provide security and safety for entire region. This slightly reduces piracy risks.
Piracy Risk: -1%
That's all for today. I hope I will release the Apocalypse update as soon as possible.
Some spoilers: the next topic is going to be much more interesting, as I'll be talking about sector warfare, especially the concept of Sector Fleet. If you have any suggestions - feel free to leave them here.
This is Really cool. Could you perhaps make some sort of limiting factor for individual sectors? I think the game would be more interesting if sectors were something you didn't just have one of...