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Good question! Yes - "Branch Shutdown" specifically targets the empire that established branch offices on your planets.
It only becomes available if they have an active branch presence in your territory.
Yesterday I started my first test of the 'Branch Shutdown', it was a great success.
Well, on second stage, because in first place I thought lowering the numbers will lead toward success, until I found out, that I have to actively choose one of those 3 options.
Now that I'm aware of, I can deal with it. It's only a small inconvencience, but would it be an idea to have a event pop-up where the player has to choose one of them, same as the other similar game events? Cheers!
Glad to hear Branch Shutdown worked well for you! And yes, you're absolutely right after success, the operation triggers a dynamic planetary situation, and the player has to manually pick an Approach.
It’s a different flow than regular events, so I fully understand the confusion.
Your suggestion to trigger a popup when the situation starts forcing an immediate choice is a good idea and something I’ve already noted as a potential improvement. It’s already on my list, and I’ll explore adding it for better clarity.
Thanks again and happy scheming!
As for the 'Branch Shutdown'...I close one branch after the other, but either the 5 year block is too short or they do ignore it. After a few months/years they rebuild it again. It doesn't feel as if the job is successfull and in the end going to war about seems to be the only way to settle it.
Possibly 5 years is too short or...what I think, the block isn't working as intended. I have to check the timescale on the next mission to verify that. Possibly one of my other mods 'may' interfere...playing with ~150 active mods.
Is there a way to cast a full ban on specific empires to come back with a future mission?
My first neighbor is a pain and of course criminal megacorp.
Confirmed: those 5 years block to not last 5 years
Removed a branch in 2261 and it returned 2265.
That way it doesn't pay out, because the agent that is siding the mission is also lost. This is a Sisyphus mission right now.
Also added a small country pop-up when the Branch Shutdown Situation starts. It doesn’t change any mechanics, but it acts as a clear reminder for the player to choose an approach.
A full ban on specific empires isn't currently possible without hardcoding behavior that could break balance, but I'm looking into better ways to make repeat branch attempts more costly or riskier over time.
Appreciate the heads-up and yeah, 150 mods can definitely make testing tricky. Let me know if the 10-year cooldown feels better in your next run.