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Sector Management UI
  • 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.

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    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 : )

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    Sector Edicts
  • Hello all.

    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.

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    Sector Edicts
  • 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.

    Screenshot_69.png


    So, there are some basic concepts:

    Sector Edict Cost
    Is based on the number of sector colonies. The formula is: 50 + 25 x N, 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.

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    Sector Fleet
  • 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.

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    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.

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    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.
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    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.

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    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.

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    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!
     
    0.4.01 Beta
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    Extended Topbar Compatibility
  • Some players are using specific gui mods, which change the topbar behavior. For this cases I've made a compatibility patch, solving the potential issues with Sector Overview button, located inside the general dropdown menu.

    Imperial Routine - Patch: Extended Topbar

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    System Leaders
  • Hello all.
    While I was updating and fixing my mod, I've decided to make some additions to it and want to show a small dev diary. At first, I'm going to integrate IRM Starbase Admirals to the main IRM mod. At second, I'm extending the functionality of SA, so now you'll be able to assign any leader type to system starbase.

    This extention has several goals.
    Well, I know that some players miss planet governors a bit, so the first goals was to give them back this ability. Now you can replace this feature by using system-wide governors, which is a bit more logical, for my opinion. The second, to make your starbase and system much more unique and efficient in a chosen focus and reflect leader actual traits and skills.

    How it works?
    You can enact an edict on any owned planet and assign a new leader to this system. Before that, you have to build System Administration facility on your starbase. This is dynamic building which is modded to react on leader propertis, providing specific bonuses and effects depending on leader type, skills and traits. I.e., assigned system governor provides additional productivity, scientist boost research output, general increases army strength and so on. There will be some dependent modules as well, to deepen this mechanics.
    Of couse, it costs some influence, as you interfers some political processes on local level.

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    Enacting edict shows you the screen, where you can select any owned leader. By default, filter is set to show only unassigned leader, but you can change it above, so the next time it's going to show all leaders. You can easiliy unassign leader by planetary edict (which doesn't cost anything) or just assign him for some other scope.

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    The cool thing that leader is truly located on chosen starbase, as you can see on screen, so it opens a lot of interesting modding possibilities which I'll try to make.
    Thank you for your time, stay connected.

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    Filter is set to show all available leaders

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    Governor Prima Lucius has been moved directly to Sol Station

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    Provided effects from system governor.
     
    Once More!
  • MOD REWORK HAS BEEN STARTED

    It was a long time since i last wrote something about this mod. It was caused by some lack of available time, but mostly I was just waiting for a new update as I didn’t want to rebuild everything from scratch each time new update is released. Regularly reading dev diaries showed that I was right.

    Le Guin update have got Stellaris almost to a new brand game. A lot of new features — reworked economy with new supply chains, planet management without tile system, pop jobs, trade, megacorporations and branch offices, changes to sectors and much, much more stuff have completely changed this game. I don’t want to discuss some issues or advantages of all this new stuff (there’re already a lot of topics on boards), instead of this I’d like to focus on how to adapt and update this mod according to new gameplay.

    So, the main goal is to recreate and improve what I’ve made in the last version before LG2.2 release. However, a list of last minor and major changes have a serious impact on mod mechanics and gameplay (like new sector behavior), forcing me to find a new methods and to make a bit more detailed disclosures of some new concepts and approaches:

    SECTORS
    Well, this seems like a one of the key topics according to hypetrain around it. I can understand the displeasure about sector creation behavior but can’t totally agree with that, as most of the people haven’t studied the modding aspects and possibilities so they don’t see the other side. From my (modding) point of view — this side could be pretty flexible and potentially allows us to significantly improve sectors’ behavior, shape and gameplay.

    At first, I’m going to fix the sector shapes making them larger — it’s really simple and requires two rows changing. But along with this I want to define a good logic for sector border mechanics, i.e. how sectors are created, what sector system has to drop in, what is sector maximum size and so on. In other words, I want to make a predictable, but automatic mechanics operating with sector borders — I've found myself approving the ideas to make sectors more like administrative units, based on space topography, accessibility, not heavily defined by player. In combination of other political sides of my mod it really makes sense. But, for sure, I'm going to add some possibilities of manual control like redefining sector size, relocating sector capital or transferring systems between sectors. I don’t know exactly are devs going to give back the possibility to redraw sectors like it was before 2.2, but seems that it’s against their plans, so I want this feature to be minimally implemented in my mod.

    The other big thing is Sector GUI, the management screen allowing to see summary of entire sector, divided by specific categories: economics, population, warfare and so on. I have to rework it and align to a new update, though. As now there are a lot of new stuff like jobs, new resources and industries, stability, crime etc which have to be shown there.

    Not ready to tell how I’m going to implement sector fleets now, but I hope I find some solutions for it. What I want to say now - I do really want to implement some kind of patrolling mechanics for sector fleets protecting your trade roads within sector space, this seems to be a very helpful feature.

    Also, to re-add some minor features like Sector Capitals, sector-wide focuses or edicts, some related stuff with governors and so on.​

    FACTIONS
    In general, the concept is still the same — each established sector might have it’s own political faction, representing this region on empire’s level. I have to rework a bit existing demands, to rebalance faction attraction and some minor stuff. Later this factions could be a part of Senate concept, but this is for further releases.

    Faction will react on some your decisions among own demands, like transferring systems between sector or relocating capitals etc. Also, there will be a similar faction for core sector, but with some specific demands and issues.

    I’m thinking about the maleficent faction attracting people from the worlds with some degree of crime. The concept isn’t totally completed, so I’d be very helpful for any suggestions.​

    Of course, I have plenty of ideas, new and old, but I’m going to tell about them a bit later. So, stay connected! :)
     
    Sectors topography
  • Hello again!

    Today I'm continuing to talk about the sectors, as it's still the core focus of my mod. Well, I've spend nearly a week raking up with Le Guin stuff related to sectors and finally managed to assemble and test a proper mechanics, fixing at least some basic issues. So, I'm going to talk about sector size, shapes, borders and capitals.

    SECTOR TOPOGRAPHY

    As I’ve said above, sector creation mechanic is a bit weird, especially in limitations. For now, all sector are created like pancakes having a radius of 2 hyperjumps. The is really annoying and absolutely ineffective, as after a while you’ll just have a huge list of single-planet sectors. And you’ve lost all the control which was in previous versions! I’m going to change it and fix a bit.

    Sector Types
    After a week of detailed studying of sector modding mechanics, I’ve realized that there is no way to create a flexible allocation logic using only a couple of sectors. That’s why I’ve designed a lot of similar types for internal mod usage. That was done to avoid any intersectioning between them, as the sector now is more like an abstract and dynamic scope and is not always accessible from specific locations. This types are hidden and forming three primary sector groups: the basic Core Sector, Internal and Frontier Sectors. In general, they are mostly the equal, but have different weight to include systems, different radius range (i.e. core sector has a range of 20 starting from the Capital planet while frontier sector has only 10, inner sector is in the middle) and some other minor tweaks. The difference between inner and frontier sector is the distance to core sector. Far sectors are more likely to become frontiers. Later there could be some additional parameters, but for now this is a basic foundation for all other features. For example, there will be some impact on sector factions, depending on the sector’s type. Some demands for core sector won’t be absolutely similar to frontier.

    System Allocation
    Well, the one of the primary goals was to create a predictable mechanics of sector shapes and borders.

    At first, I’ve changed the maximum size of all sector types, from 2 to 20, 15 and 10 accordingly to core, inner and frontier sector with some plans to slightly extend this numbers with some new technologies, civics or traditions in future. This step has immediately improved the sector shape and now gives more reason to their existence. Now you are able to plan where you want to establish a new sector, roughly predict it’s shape and what planets are going to be included within.

    At second, I’ve designed a weight-based logic related to systems’ distance to sector capitals. Now systems are gravitating to drop into the sector if they are pretty close to their capitals, and this parameter is slightly decreasing to zero at the end of the borders. So, in other words, if some sectors are touching in the system and this system is on 5 jumps to capital of sector #1 and 6 jumps to capital of sector #2, the system will drop into the first sector, as it is closer and has more weight for including it. Of course, if the capitals are accessible by hyperlanes and there is no other factors. So, understanding this concepts helps you to design the shape of your sectors and make it predictable. In combination of other features like transferring sectors, or increasing the power of entire sector you’ll be able to have almost the full control of your space assets.

    Later I’ve came across to a thread, where ts has some similar thoughts about creation mechanics, so I think I’m right with this approach.

    Management
    The other goal was to give back some management options for player. At first, I’m recreating an option to relocate the Capital of sector. It’s not just a cosmetic feature, the status of sector capital is really crucial, at least for internal hardcoded logic (losing sector capital will lead to reshaping the sector for instance). But along with this I want to bring and additional, political sense to sector capitals. They have to be the central world of entire regions, collecting trade, having some own issues, giving specific bonuses etc. And according to previous section, sometimes you’ll need to redraw the shape of your sector, to shift the capital weight into some other part of it, so it’ll be really helpful.

    Sector capital planet now has it’s own type with some bonuses and is shown in outliner.

    I want to give back an option to transfer systems between existing sectors. Well, I can’t reproduce absolutely the same what was before Le Guin in GUI and programming aspects, but I’ve found a solution which could replace it. There will be some system-based decisions allowing you to attach systems to opposite sector. Of course, it’s going to cost you a bit of money and influence, as well as for previous feature.

    I’m thinking to ban self-emerging sectors for better control. Now sectors create themselves without any player approvement. There has to be a political decision for player to establish a new sector from chosen planet.

    Other features
    There could be a plenty of features related to sectors. Currently I’m trying to select the very important ones and later their list could be extended. At first I want to implement an administrative capacity bonus from existing sectors, some leader-based impacts on sectors, capital related stuff and, of course, some linkage with sector factions.

    I’ve made some pictures to explain sector mechanics, please, take a look:

    irm_sector_mechanics_b01.png


    irm_sector_mechanics_b02.png

    That's all for today. I hope I'm going the right way :D

    Merry Christmas, stay connected!
     
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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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    2.6 Verne
  • Hello everyone! As I promised, I've updated my mod after Federations release. For now, it almost with the same functionality, but the effect provider mechanics (required to provide sector & system-wide effects) was switched to planetary deposit/feature (Colonial Center) as a more simple and elegant solution. Some UI graphics and logics were polished as well. And I've made a first steps to sector topography/star management which I'm planning to release soon (you can see some spoilers on the screens).

    The mod available on steam and pdx mods:
    https://steamcommunity.com/sharedfiles/filedetails/?id=771132431
    https://mods.paradoxplaza.com/mods/1403/An

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    Sector Topograpy
  • Hi all.
    I'm glad to say, that I've finished an important milestone in my mod dedicated to sector topography (shaping).
    Now you’re able to add or remove any system to/from any sector. In the new system interface, you could set up a system attachment stance and define whether it has to be included in the nearby sector or not. You could quickly do this right from the screen or you can open detailed settings for each system (may be useful for cases where a system is surrounded by a couple of sectors). See the demo video in the mod showcase.

    The second feature, which was updated a bit is a difference in sector types. I guess the core sector has to be different from the frontier, so it's natural that they must be opposing in their characteristics. I think, this could encourage players to create sectors and abandon the idea to keep everything in frontier. For now, each sector type has its unique effects:

    Core Sector
    Stability: +5%
    Government Ethic Attraction: +10%

    Regular Sector
    Pop Happiness: +5%
    Pop Growth Speed: +10%

    Frontier
    Pops Upkeep: -15%
    Crime: +10
    Government Ethic Attraction: -20%

    I hope you will like this extension. Feel free to share your thoughts and give any feedback, I'll be very grateful.
    Latest version is already available on steam.