Hello everyone and welcome to the last (I hope) devdiary for the e3upd stage before the final release of IRM mod. This time I want to describe the
Sector Fleet concept and how it's going to work.
There is no good and default way to implement the sector military concept, as this is not compliant with developers general view of sectors. However, we can use some custom gui stuff and hidden workarounds to make it by ourselves.
Sector Fleet
The core idea was to make sector more alive and
realistic and not only in political meaning, as it was written above, but in military as well. As a semi autonomous unit of your state, sector should be able to perform any military activity, as same as it's doing with some economical and development stuff. In other words, it has to be able to establish military forces and use them for it's own purposes. For my thoughts, this have really more sense due to new features coming with Apocalypse, like piracy threats and global rework of warfare stuff and now this could be nicely tied with sector military system — like semi autonomous fleets roaming sector space, protecting from pirates or hostiles, eventually taking part in empire wars and conflicts or even rising sector-wide rebellions etc. And, of course, it has to be connected with some government policies and rules, outlining the amount of allowed freedom.
As far as sector fleets are not directly owned and controlled by central government, they have no energy and mineral maintenance for your country. However, sectors have to support their fleets now, so they can't provide the full amount of naval supplies for the country as they did before. Each sector fleet will slightly reduce the available country naval capacity by specific percent. We'll, this might be a controversial decision, but I want to keep the
balance — free sector fleets, even without direct control, seems to be too overpowered thing, that's why I'm leveling it in a such way. This modifier is dynamic - it's calculated from the fleet actual capacity divided by maximum available country cap and decreased by
0.5 modifier. This modifier means that each sector ship requires
two times less naval supplies in comparison with regular forces.
For example, your maximum naval capacity is
120 and sector fleet has
8 corvettes, so it's taking:
Code:
8 * 1 / 120 * 0.5 = 3.33%
In absolute numbers:
Code:
120 x 0.033 = 3.96 or 116.04 navcap is available
So, it's not a hard number, as it said before, this number is dynamic and the next estimations won't be based on
116, but the real maximum value instead. And if you've built some anchorages giving you, say,
+10 naval capacity, this percent will be recalculated to keep the true relationship between the numbers:
Code:
8 / ((120 + 10) / (1 - 0.033)) = 3.00%
And don't be too worried about this numbers — those fleets have a lot of internal limitations, like sector size, population, economy and development level, defining how much naval capacity is available for sector, so in most cases they wouldn't be so big.
Fleet Management & Control
You can't directly control sector fleet, but you can use some behavior settings or give them specific orders. This orders are special missions with different duration. You can switch missions whenever you want, but each new order disappoints sector faction and it receives negative
Fleet Direct Control modifier for a while. This modifiers are stackable, so the more you're changing your orders for the fleet, the lower faction happiness is.
Fleet Orders & Missions
At this moment there are some basic missions:
- Patrol Sector: With this order sector fleet will randomly fly within its sector, choosing the next system from nearby ones, not far than 3 jumps from current location. If system has some sector colonies, fleet will make a short stop on the orbit. This default mission for sector fleets.
- Patrol Core Worlds: Fleet will travel between your core worlds, protecting them from any threats.
- Defend Capital System: Fleet stands for a while within your capital system defending from hostiles.
- Follow Fleet: If there is any non-hostile fleet in the same system, you can assign an order to follow it.
- Run for War Goals: If your country is at war, you can force sector fleet to achieve some declared goals, if it's possible. In all other cases fleet will just take a part in a some border battles.
- Attack Hostile Targets: Fleet receives an order to immediately attack hostile targets within the borders.
- Return to Home Location: Fleet will return to previously defined home location. By default this is sector capital planet.
- Repair Fleet: Fleet will seek any Starbase within sector borders where it could be repaired. If there is no suitable Starbase with built shipyards, fleet will try to find it outside the sector.
- Upgrade Fleet: Fleet will seek any Starbase within sector borders where it could be upgraded . If there is no suitable Starbase with built shipyards, fleet will try to find it outside the sector.
- Cancel All Orders: This order interrupts and cancels all active fleet order. Fleet becomes idle for a short period.
Fleet Settings
Also, there are some settings you can define for the fleet:
- Aggressive Stance: Fleet will attack any hostile target within the system.
- Passive Stance: Fleet don't react on hostile if they are not too close.
- Allow Bombardment: Allows fleet to bombard enemy planets.
- Set Home Location: Update home base to current location.
Logic of Behavior
The main thing I bet you want to know is how sector will build and dispose of this fleets. There are two primary layers: economical (what mostly means the available capabilities to establish and maintain sector fleets) and military behavior, describing how fleet is reacting on surrounding situation and environment.
At first, sector has its own
Naval Capacity, what actually defines how big could the fleet grow. There are several sources of this value:
- The basic initial value, which is currently set to 10.
- The number of sector colonies, giving +5 by each of them.
- The number of sector population, giving +0.2 by each pop
- Existing starbases and their modules, like anchorages and others.
- And from empire-wide technologies with some limitations.
So, as you see, the naval capacity is mostly depending on sector existing parameters, it's size, development level and available starbases. Sector fleet will never exceed the available capacity, except some extraordinary cases, so reducing the sector size, its capabilities or resource base is leading to fleet reduction. That's why only big and well-developed sectors could have serious fleets, so you shouldn't be afraid of too oversized sector navies.
Each year sector checks the situation and makes a decision about the fleet — to establish, to grow or to decrease it. Also, sector tries to keep the balance between different ship sizes and how they fit fleet composition (according to available hulls and technologies). Sector mostly builds one ship per year, except corvettes or destroyers sometimes.
The other layer of logic is sector warfare. It's also not so complicated and mostly based on prescripted fleet orders and missions, described above.
Government Policies
Despite that you can set some specific policies and settings for each sector individually, you’re able to control regional military policy on the top level, allowing or disallowing sectors to have their own guard forces. This was done mostly for players, who don't like the idea to share their naval capacity (like for federation). So you can always switch off this feature, however it has some negative aftermath.
Also, technically this policies work like dynamic modifiers, always checking the values described above.
There should be a note about the situation when you’re trying to disallow sectors to keep the fleet while they already have some. In this case, they have to disband existing fleet and this can cause a negative aftermath, especially depending on their fleet size. Sector fleet might refuse to perform your orders and there are some chances to launch special events:
- Sector fleet becomes hostile and turns into pirates, beginning to raid your sector space.
- This could launch a massive sector-wide rebellion, with former sector fleet.
- Sector fleet could join existing Nomads or even to establish Nomad nation (around 1% of possibility)
In other cases fleet will be silently disbanded.
Well, this all for today. At last, there are not so many things to finish, so I hope I'll release an update really soon. Thanks for your time and interest, stay connected!