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.
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.