[MOD] Imperial Routine - Sectors, Factions, Politics

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Iyur

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Version 0.1.03 released.
  • Updated to 1.6 Adams
  • Localisation fixes (added localisation for non-english versions, some checks performed)
  • Broken Iviolability (fixed the problem, when faction pops were causing Broken Iviolability issue for a faction while migrating or resettlement)
  • Made some steps to sector military fleet concept
 

Iyur

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Going deeper with sector exploration. If I'm forcing sector to establish his own fleet, it hasn't any maintenance expenses at all. So, this gives a really good reason for players to operate with it. Here some screens: I've removed all owned ships and left only sector fleet, so I have no energy expenses. And here the 2nd situation, when I've manually built one destroyer.

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das

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You'd think it'd still affect the sector's own budget, though? Albeit this is a good incentive, for setting up defensive autonomous frontiers and such. Space Cossacks. :p
 

Iyur

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I'm not sure, but sector mostly operates with planetary economics, so, seems, that fleet doesn't affect sector budget. However, it spends minerals to produce ships among usual development plans so I decided to separate the fleet construction into specific focus.

And other moments. You can set a rally point on this sector fleet, so it will gather all the ships, even manually built and they will have no maintenance as well. From the other hand, you can set a rally point on you direct controlled fleet and it will be filled with ships built on sector shipyards.

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Iyur

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So now we could play with sector fleets! Version 0.1.04 has been released.

Sector Warfare
Now, sector has gained an ability to construct his own military ships. So now, among constructor and colonization ships, sector will build corvettes, destroyers, cruisers and even a battleships. What’s the catch. Fleets under the sector control have no maintenance, so you could save a lot, ceding your ships to them. However, you’re losing the direct control, and the raising power of the sector fleet could potentially cause some tensions with faction authorities in future.

When sector builds ships, they are static by default, so you need to perform some operations to bring a life to the fleets. You should officially allow sector to establish the regular Sector Fleet, which will gather all built ships on sector shipyards. You can set a rally point on sector fleet to allow him include all manually built ships across your empire as well. This will be described in sections below.

Fleet Focus
Sector potentially could build military ships with any focus, but the military percentage is not so high for them, so sector won't spend to much resources on fleet. So if you want sector to construct more, you should switch to this military focus for a deeper specialization. This will force sector to spend most of the budget for the fleet, however decreasing the financing of other activities.

Establishing Fleet
Once the any proper ship has been built by sector, you could establish a regular Sector Fleet. You can perform this from any planet with sector ships staying on orbit through the special planetary edict. The fleet will be flagged and gain Sector Fleet status with some specific modifiers. It’s recommend to set a rally point on this fleet, to enable gathering of other constructed ships (otherwise, they just will be static, orbiting the planets). Manually built ships can join this fleet as well.
For a certain reasons, the Sector Fleet has a little bit nerfed parameters, such a fire power, evasion etc.

Fleet Missions
Currently, there are two main fleet mission designed. I hope, there will be more in a future.

Patrol Sector Planets
Default Sector Fleet mission. The fleet will fly from planet to planet within sector borders with an Aggressive stance.

Patrol Core Worlds
The same as previous, but for your core worlds only. This may cause a small faction discontent later.

Cancel Fleet Mission
Cancels the last active mission and clears all fleet orders. After performing the last order, fleet will gain an idle stance.

Will be really grateful for any feedback, I hope you're still interesting in this mod.

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Iyur

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Updated to 0.1.05

Hello all.
After a small vacation I've made some additions to IRM. They are not so big, but add some features related to faction management.

Suppressions
It seems, that suppression doesn’t perform it’s goals. Even with attraction reducing, it still quite a useless action, as it cannot deal with a growing faction. Now the suppression process is not only about attraction level, it also forces pops periodically to leave the suppressed faction. Pops will be displeased for a while, but gain the chance to shift their ethic closer to government ideology.

What are the future steps? As I've noticed, people get several “administrative” issues with sector factions. What I mean. Sometimes, factions generate leaders from slaves or even pops, which are determined as a livestock for your primary species which looks very unrealistic. So, the goal to make the sectors and factions more “integrated” to empire background and administrative system. This means, that factions will differently react depending from the empire structure. I.e. more democratic countries makes sector more independent and autonomous, empires makes them more like controlled provinces with less rights and freedoms etc.

Changelog:
  • Sector now could build military ships with any focus
  • Added some species restrictions for a faction leader generation
  • Suppressions now periodically force pops to leave their factions
  • Localisation fixes
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Last edited:

Weedes

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Not sure how I never knew this mod existed until now. Looks very interesting.

One thing though, couldn't a cunning/meta gaming player abuse the no fleet maintenance of sectors and build doom fleet after doom fleet that could swipe a fallen empire or crisis down without having to lift a finger?

How heavy are the penalties on faction/sector unhappiness/annoyance when a player does that?

Do AI empires also get sector fleets? If they can be abused like the above, does the AI know to do that as well?

Any information would be nice. The mod is very captivating.
 

Iyur

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The Sector Fleet uses the naval capacity as well as regular fleet, so you potentially could try to make something as you've wrote, but not in very epic scale. Also, I was planning that fleet will affect the faction, so, the bigger is Sector Fleet, the bigger chances that faction will become too overpowered in comparison with your empire. With all the consequences. I'm working now on some unrest and unhappiness faction mechanics.

Currently, it's for non-ai players. If everything goes well, I'll add this feature for all countries.
 

Iyur

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Updated to 0.1.06

- Upgraded to Stellaris 1.7.2
- Sector now builds military ships only with Fleet Focus (when you exactly want to build them, to prevent any naval overlimitation)

Unfortunately, I haven't found any way to force sectors not to build ships when the naval limit is reached. I can track the naval usage and destroy new unnecessary built ships, but it will also affect all the ship which I'm launching directly. So I've decided to leave the ability to construct military ships only when you exactly want to with Fleet Focus. However, later I could probably add some random ship construction for sector, to simulate the "independent" fleet construction process.
 

Emraldis

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And the question for you: what settings (political settings and orders) do you think the sector faction should have?
Geez, I'll need to know more about the general system to answer that, lol. But it's looking really good so far!