If a corporation has a good relationship with the player, they can build in sectors you own. The chance of this increases the more sectors you own. I currently own 7 sectors spread out over 4 clusters. Meaning, 4 "gates", 3 of the clusters have 2 sectors in them and 1 cluster has just the 1 sector. My game is 6 and a half days long and so far 4 stations have been built in sectors I own by corporations. I could potentially make this optional, but it would be tedious and time consuming to implement lol. By the way, you can easily limit how many corporations there are by editing a short few lines of code (very easy to do). There are 21 corporations in total but you can remove whichever you want.Gen.d.Pz.Tr.Seb wrote: ↑Wed, 5. May 21, 18:07Really? Would have thought that being in a separate faction would only decrease relationship with that faction. How does the ai get around this? Or does it just not care? Do the corporations build in player owned sectors? Because that is actually something I don't want, trying to keep them nice and orderly.
Just open mod folder, go to the MD folder and then open the corplogic.xml file with notepad++ or something like that. Right at the top you will see
Code: Select all
<cue name="activate_corps" instantiate="true" version="1">
<conditions>
<check_any>
<event_cue_signalled cue="md.Setup.Start"/>
<event_game_loaded/>
</check_any>
</conditions>
<actions>
<set_faction_active faction="faction.argonrefined" active="true"/>
<set_faction_active faction="faction.teladirefined" active="true"/>
<set_faction_active faction="faction.paranidrefined" active="true"/>
<set_faction_active faction="faction.holyorderrefined" active="true"/>
<set_faction_active faction="faction.antigonerefined" active="true"/>
<set_faction_active faction="faction.paranidship" active="true"/>
<set_faction_active faction="faction.holyordership" active="true"/>
<set_faction_active faction="faction.paranidagric" active="true"/>
<set_faction_active faction="faction.holyorderagric" active="true"/>
<set_faction_active faction="faction.paranidhigh" active="true"/>
<set_faction_active faction="faction.holyorderhigh" active="true"/>
<set_faction_active faction="faction.argonenergy" active="true"/>
<set_faction_active faction="faction.teladienergy" active="true"/>
<set_faction_active faction="faction.paranidenergy" active="true"/>
<set_faction_active faction="faction.holyorderenergy" active="true"/>
<set_faction_active faction="faction.antigoneenergy" active="true"/>
<set_faction_active faction="faction.argonmining" active="true"/>
<set_faction_active faction="faction.antigonemining" active="true"/>
<set_faction_active faction="faction.teladimining" active="true"/>
<set_faction_active faction="faction.paranidmining" active="true"/>
<set_faction_active faction="faction.holyordermining" active="true"/>
</actions>
</cue>
As for the other issue:
Depending on the faction, they have law enforcement in sectors, etc. So, attacking a ship from a faction they are not enemies with in their sector may affect relations. I am not entirely sure on this but I think I recall that does happen. The Ai doesn't have this problem because they never attack people who they are friends with (normally). Antigone/Teladi/Paranid/Argon are all friends so no issues here. Split is enemies with Argon but relatively fine with others, etc.
I would have to test this to be sure though.