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Thanks.
Well, I'll take a look what could I do with this idea. It might be a bit different, i.e. some demands from sector faction to collect taxes at sector capital system.

Going to be offline during the holidays for a week or so. Happy new year!
 
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The notion that I had was that sector "capture range" would improve with system development, which I would suggest would be either starbase level or some kind of unique building either on a starbase or on a planet.

IIRC it started at a base of 1 jump for "core" sectors, 2-3 for "periphery," with everything outside of that being "frontier," but with the ability for sectors to expand. Or it might have been 1-2, 3-4, 5+. Those numbers can go up. I guess if the Empire Capital has a +1 bonus over other sector capitals, and each jump in Starbase level gives you +1, that eventually means a even with the starting reach only being one, an Empire Capital sector with a Citadel would have a "core" able to reach 6 jumps, which is a fairly substantial chunk of space really, and all your other sectors would cover 5 in each direction.

I think the nice thing about that system is that it does represent the way your empire increases its control over its territory as it gets bigger. But I don't know if such a system is moddable or if it would need a base code change.
 
Looks like a great mod, can't wait for it to be available for 2.2+.

Regarding the System Allocation, how about have an influence cost to place it in nearby sectors based on distance from Empire or Sector capitals. Have the sector placement be affected by nearby economic and unity benefits. (Get rid of automatic placement entirely and place within sectors using a similar method as to how you are setting sector capitals.)
 
oh no last post was nearly a moth ago please don't let this awesome mod be dead. mod creator are you still here, Hello?
If you look on the steam workshop page for the mod you will see that he is currently coding for Le Guin. Please be patient.
 
A lot of time has passed since my last post. I'm really appreciated that you're still interested in my mod. However, there no updates for now. There are a several reasons of this.

0. The primary reason is that I'm really heavily overloaded IRL (nothing bad, just a lot of different activities), so I can't spend enough time to develop my mod. I hope it's going to be changed a bit in near future, but any promises for now. And there are two more important reasons of delays:

1. While I was working on system weights providing more flexible system allocation between sectors, devs had announced that they want to change it a bit, with some possibilities to transfer systems and other features. So, I'd rather get more information about it before continue to write something own.

2. Since 2.2.4 patch, unique = no is broken in pop_faction settings, so I can't get alive multiple regionalist (sector) factions at the same time, as it was earlier. That was one of the core features of my mod. I wrote about this bug in this thread, but still have no answer from devs. Well, there could be an ugly workaround - just to split it into 15-20 separate, but logically same faction types, but before that I want to be ensured this bug won't be fixed in the near future. Feel free to support this thread to get more attention from people and devs.
 
The Devs have already put in a few features of this mod into the game. Mainly the designating sectors/sector capitals.
 
A lot of time has passed since my last post. I'm really appreciated that you're still interested in my mod. However, there no updates for now. There are a several reasons of this.

0. The primary reason is that I'm really heavily overloaded IRL (nothing bad, just a lot of different activities), so I can't spend enough time to develop my mod. I hope it's going to be changed a bit in near future, but any promises for now. And there are two more important reasons of delays:

1. While I was working on system weights providing more flexible system allocation between sectors, devs had announced that they want to change it a bit, with some possibilities to transfer systems and other features. So, I'd rather get more information about it before continue to write something own.

2. Since 2.2.4 patch, unique = no is broken in pop_faction settings, so I can't get alive multiple regionalist (sector) factions at the same time, as it was earlier. That was one of the core features of my mod. I wrote about this bug in this thread, but still have no answer from devs. Well, there could be an ugly workaround - just to split it into 15-20 separate, but logically same faction types, but before that I want to be ensured this bug won't be fixed in the near future. Feel free to support this thread to get more attention from people and devs.

Ah this bug,

pop_faction scripts are totally broken and it just does NOT work.

for now we will need to consider it as de facto hard code
 
Not all of them, but uniqueness and sector parameters are broken for now. Well, I've found some workarounds, but currently I'm focused on other things a bit. Here's a small spoiler:

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System Leaders
SYSTEM LEADERS

Hello again.

Well, it has taken some time but I'm ready to announce a small update of Imperial Routine mod.
All of 2.2.* updates have brought a lot of new things and too many changes to sector system, what was the main focus of my mod. Since now I still have no clear vision how to rebuild sector & faction system according to this changes but I've decided to concentrate on a smaller thing for a while. I've got a positive feedback about Starbase Admirals allows you to assign different leader to starbases so I've made an attempt to extend it a bit. And this part of the mod is pretty suitable for entire concept.

I've made a small system screen with some necessary information. Not totally sure about all this stuff, so will be grateful for any feedback - what stats could be removed or added later. Using this screen you're able now to assign any leader to any owned system, through a special decision available at the sun. Game mechanics allows us to assign any leader to any ship (which is actually could be an outpost or starbase), so it's a great feature to exploit. It takes a first unassigned leader from it's category, so ensure that you have one.

Those system leaders will have absolutely the same effect on system as their sector alternatives. Governors will boost a bit productivity and reduce crime. But even more, now you're allowed to assign scientists, admirals and generals as well (well, let's think that a smaller scope of their leadership helps them to open and use talents in other spheres, instead of sector-wide leaders). So, governors are really important to boost your system, scientists are pretty useful to boost research output, admirals and generals are less useful, as the admirals mostly affects starbase, and generals could be assigned to specific planetary armies. However, I've added a small bonus to them - admirals will generate a small amount of naval capacity and generals - defensive armies according to their skills.

While the core game mechanics is allowing us to assign leaders to starbases, it has no way to apply all their effects to system planets. I've came across to idea of using specific jobs, as they're able to utilize triggered_modifiers which could be a good workaround to provide leader effects on system planets. And even more, it looks pretty realistic - the assigned leader is not able to carry out his politics without any lower administrative units, and local authorities (ruler strats) could be like a providers of his will. So, the mod replaces some ruler's jobs (administrators and executives, depending on government type) with a new ones, which are able to generate a proper effects depending on leader type, skills and traits.

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To bring more balance, each assignment of system leaders will increase their maintenance by 15% simulating additional expenses of bureaucratic machine forced to go deeper into micromanagement (sector vs system). Loosing the system or starbase with assigned leader has some chances for him to be killed or to escape.

That's all for now. You can see some inactive buttons in sector sidebar - so, this is a small spoiler for future. I'll tell you more a bit later.
I'd like to thank for your patience and that you're still interested in this mod.

Will stay connected.
This update is available on steam.

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FDFE71B0E18C0C271DA40281BDB1F018153BC4AA
 
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