Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Leaders needing to be shuttled to their new post I think might be possible. I imagine some players might not like that requirement, but it's definitely within the spirit of the mod, and it could be interesting. I'm not sure if there's a way to make it optional - I do want to do a mod options page that lets you disable and enable certain things you like or don't like, but that's a pretty long term plan. I'll think about it more though.
Thanks for the suggestions!
The patrol fleets implemented like this should somehow still reduce vanilla piracy. Or else, use event scripting to lock player patrol fleets and order them around through a script to the closest systems with increasing piracy that has the empire's trade route running through it and is not in a restricted access system such as a closed border.
Trade value becomes the capacity to move consumer goods and raw materials, making trade value a requirement for resource distribution. You need trade infrastructure, or military logistics (aid) to supply colonies. Optional addition to ship components to increase cargo space.
If you're going to make pop movement via ships, then make government-subsidized (forced) relocation of pops from crowded colonies to less crowded colonies a thing, alongside the usual immigration, and new tourism shuttles that generate tax, reduce local amenities and generate pop happiness.
I'm not sure if adding separate patrols would work, since the routes the civilian ships can take are a lot more variable than the simple trade routes of vanilla, but I'm thinking about adding escorts to civilian fleets to help protect them and probably reduce piracy, especially for fleets carrying larger loads.
@Anduin1357 I'm not sure I entirely follow on your market ideas, could you expand a bit? Some things with trade value are completely out of my hands modding wise, but I'm interested to hear what you're thinking.
A new colony without much trade value might not be able to accept any significant amount of civilian traffic, which would thus require some sort of government aid, if nothing else then because of a lack of trade infrastructure.
A planet with lots of trade value may, in effect, be a business hub, with lots of offices (clerks), stock markets (traders), and infrastructure (storage silos etc.) which all conveniently already have trade value-giving jobs.
You don't have to change trade value, but base civilian stuff on it.
To get in details with the idea - let's say you build your HQ in your capital system and you want some protection for that precious mineral rich system 4 jumps away (which also hosts that trade specialized colony) and the route between it and your capital. Not only you have to build a branch in the system, you have to build branches in the other 3 systems as well, in order for your squadrons to refuel, or the squadrons won't go at all.
As for the branches, they could be two types. One is the relay stations, which allow travel in transit systems and host first responders and give movement boost to patrols. The second one is the priority point station, which acts as an end point for patrol crafts, where they circle for some time, before returning back to HQ. This type of stations could be upgradeable to host extra local first responders and, when fully upgraded, have the option to issue manual controlled SOS at the cost of some energy, which summons every patrolling crafts and first responders 2-4 systems away.
I think it is best to have the two types of stations as megastructures to be fully flexible (sorta like the gateways). If an enemy empire conquers a system with such a station in it, it will get destroyed.
As for the HQ itself, it can also be upgradeable, starting with few patrol squads at the first level. Crafts will only spawn if an end point station is built and will fly only between it and HQ, without going to the other routes. As HQ is upgraded more squads will spawn and, while the first 2 levels host only small fighters, the fully upgraded HQ could host cruisers and battleships, but on the cost of high upkeep.
Now, that I think about it, this is pretty much a police force, huh.
Except that military fleets don't need complicated infrastructure, so why complicate things?
Just put your police force thing as a planetary building or spaceport module that goes around fighting pirates and unsavory factions.
Cruisers and Battleships aren't police stuff. These are military ships. you could give the police forces Carriers of some sort instead.
Lastly, why would you use a megastructure that are basically gated behind either tech, economy, or space when this feature is intended to be a primary mechanic? You don't need that much infrastructure for a couple of patrol ships, and in the late game, you have starbases. the megastructure doesn't make sense.
Edit: you should be able to use starbase trade protection as a proxy for patrol fleet capacity, and protection range for how many systems away that the patrol fleet can respond.
that, ofcourse as I can imagen, would probably cause alot of lag and be very hard to impliment, if it is even possible. But if it is, you could make a sub-mod that adds it in so that people who struggle to run it can just disable it and keep this mod on to improve performance at the cost of a neat feature.
also, I read through the threat and other people had similar, if not identical suggestions. But planetary stockpiles i think are in the game, and it might be able to mod it to where the stockpile has a direct effect on that planet, in which case the rest is already shown to be possible. Just imagen defeating your foes through wrecking their trade routes rather than bombarding or invading their worlds.
(Could interface w Alternative Ethos)
War exhaustion for destroyed civilian ships too