Once again, I should stress that I have not done this project yet, so I'm not 100% certain how precise this will be, and I do invite anyone who has done it and remember the exact details to point out if I've made any mistakes in the next section.
That said, looking at the code of this project, it appears that there exists 3 "trigger steps" throughout the SCA Terraforming process where things happen.
Part A:
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<!--Objective cues-->
<cue name="Terraforming_ScalePlateGreen_Milestone_1" version="1">
<conditions>
<event_terraforming_project_succeeded cluster="$Cluster_ScalePlateGreen"/>
</conditions>
The first trigger, which I'll call Part A here for spoiler reasons in case followup posters want to reference this section, but is internally known as "Milestone 1," appears to trigger when the first subproject is completed for Scale Plate Green. This aligns with other comments I've read that say you do not actually need to
finish the whole terraforming, but that merely completing a single "objective" within it is enough to trigger a change. What does the first trigger do? Well:
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<actions>
<set_faction_relation_locked faction="faction.scaleplate" locked="false"/>
<!-- HACK. factions with relations at exactly the friend threshold are not always friendly. -->
<set_faction_relation faction="faction.scaleplate" otherfaction="faction.player" reason="relationchangereason.missioncompleted" value="faction.scaleplate.relation.friend.min + 0.01"/>
<set_faction_relation_locked faction="faction.scaleplate" locked="true"/>
</actions>
<patch sinceversion="1">
<set_faction_relation_locked faction="faction.scaleplate" locked="false"/>
<set_faction_relation faction="faction.scaleplate" otherfaction="faction.player" reason="relationchangereason.missioncompleted" value="faction.scaleplate.relation.friend.min + 0.01"/>
<do_if value="Terraforming_ScalePlateGreen_Milestone_1_UnlockRelation.state != cuestate.complete">
<set_faction_relation_locked faction="faction.scaleplate" locked="true"/>
</do_if>
</patch>
<cues>
<cue name="Terraforming_ScalePlateGreen_Contact_1_Ref" ref="md.LIB_Dialog.Speak_Actor">
<param name="Actor" value="$ScalePlate_Contact"/>
<param name="CutsceneKey" value="table[ $key = 'ShowCharacter']"/>
<param name="Lines" value="[[30503001]]"/>
</cue>
<cue name="Terraforming_ScalePlateGreen_Milestone_1_UnlockRelation">
<delay exact="5min"/>
<actions>
<set_faction_relation_locked faction="faction.scaleplate" locked="false"/>
</actions>
</cue>
</cues>
Basically, this first trigger will be where your player relations with SCA gets set to friendly / +10 (slightly more, thanks to that amusing dev note about a funny bug they have.) As noted in a previous post, once you are at +10 or higher, the pirates stop plundering you, so in effect this step will cause them to stop going after you,
but they should continue going after everyone else. Player relations with SCA also get unlocked 5 minutes after what I assume is an SCA-voicecomm happens.
Part B:
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<cue name="Terraforming_ScalePlateGreen_Milestone_2">
<conditions>
<event_terraforming_stat_changed cluster="$Cluster_ScalePlateGreen"/>
<check_value value="$Cluster_ScalePlateGreen.terraforming.habitable"/>
</conditions>
The next trigger, which I'm calling Part B for spoiler reasons, appears to trigger once enough projects are completed to render Scale Plate Green as "Habitable," probably the point where you can start building the many Arcologies you need for the requisite population. What it does, though, is a tad more nebulous to me, but is probably clearer to those who have done this part of the terraforming before:
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<actions>
<add_faction_relation faction="faction.scaleplate" otherfaction="faction.player" reason="relationchangereason.missioncompleted" value="0.1"/>
<create_group groupname="$CommandeeredLPlunderers"/>
</actions>
<cues>
<cue name="Terraforming_ScalePlateGreen_Contact_2_Ref" ref="md.LIB_Dialog.Speak_Actor">
<param name="Actor" value="$ScalePlate_Contact"/>
<param name="CutsceneKey" value="table[ $key = 'ShowCharacter']"/>
<param name="Lines" value="[[30503002]]"/>
</cue>
<library name="Terraforming_ScalePlateGreen_Commandeer_Plunderer" purpose="run_actions">
<params>
<param name="Station"/>
<param name="ShipGroup"/>
<param name="DeepDebugChance"/>
</params>
<actions>
<find_ship name="$Ship" space="player.galaxy" job="'scaleplate_plunderer_l_cluster'" commandeerable="true"/>
<do_if value="$Ship.exists">
<commandeer_object object="$Ship"/>
<create_order object="$Ship" id="'ProtectStation'">
<param name="station" value="$Station"/>
<param name="debugchance" value="$DeepDebugChance"/>
</create_order>
<add_to_group groupname="$ShipGroup" object="$Ship"/>
</do_if>
</actions>
</library>
<cue name="Terraforming_ScalePlateGreen_Commandeer_Plunderers">
<actions>
<do_all exact="5">
<run_actions ref="Terraforming_ScalePlateGreen_Commandeer_Plunderer">
<param name="Station" value="$HQ"/>
<param name="ShipGroup" value="$CommandeeredLPlunderers"/>
<param name="DeepDebugChance" value="$DeepDebugChance"/>
</run_actions>
</do_all>
</actions>
<cues>
<cue name="Terraforming_ScalePlateGreen_Commandeered_Ship_Destroyed" instantiate="true">
<conditions>
<event_object_destroyed group="$CommandeeredLPlunderers"/>
</conditions>
<actions>
<run_actions ref="Terraforming_ScalePlateGreen_Commandeer_Plunderer">
<param name="Station" value="$HQ"/>
<param name="ShipGroup" value="$CommandeeredLPlunderers"/>
<param name="DeepDebugChance" value="$DeepDebugChance"/>
</run_actions>
</actions>
</cue>
</cues>
</cue>
</cues>
Basically, it looks like after another SCA-voicecomm, the game "commandeers" a bunch of existing SCA Destroyers and appears to reassign them to protect an HQ station, which in effect, should reduce average pirate activity across the galaxy, because there are only so many of those that can be fielded at a time, and some of them are now diverted to this new task. I'm not entirely sure about the 'Ship_Destroyed' cue, though. My guess is that if any of those now-defensive Destroyers get destroyed, the game will go and commandeer another one from elsewhere in the galaxy to replace them, in effect making sure that there are always a couple SCA Destroyers protecting that station. I'm not sure if this is the player HQ, or if it's an SCA HQ (perhaps the main SCA Pirate Base over in Hewa's Twin IV?)
Part C:
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<cue name="Terraforming_ScalePlateGreen_MissionComplete" version="6">
<conditions>
<check_any>
<event_terraforming_stat_changed cluster="$Cluster_ScalePlateGreen" stat="'population'"/>
<event_terraforming_project_succeeded cluster="$Cluster_ScalePlateGreen" project="'res_housing_luxury'"/>
<event_terraforming_project_succeeded cluster="$Cluster_ScalePlateGreen" project="'agr_fields_sunrise'"/>
</check_any>
<check_value value="$Cluster_ScalePlateGreen.terraforming.stat.population.value ge $Terraforming_ScalePlateGreen_HousingTargetAmount"/>
<check_value value="$Cluster_ScalePlateGreen.terraforming.project.res_housing_luxury.complete"/>
<check_value value="$Cluster_ScalePlateGreen.terraforming.project.agr_fields_sunrise.complete"/>
</conditions>
The final trigger, which I'm calling Part C again for spoiler reasons, looks like it triggers at the successful conclusion of the entire SCA Terraforming project. There is a lot that happens here, including the part where SCA transfers control of a whole bunch of highly-skilled, well-equipped, and highly-modded L and M ships over to the player, so I'll reduce the code snippet to the specific portion relating to the main question:
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<set_job_active job="'scaleplate_plunderer_l_cluster'" activate="false" successor="'scaleplate_plunderer_l_cluster_reduced'"/>
<set_job_active job="'scaleplate_plunderer_m_cluster'" activate="false"/>
<set_job_active job="'scaleplate_plunderer_l_cluster_reduced'" activate="true"/>
<!--disabling 7.0 aggressive/anarchy pirates-->
<set_job_active job="'scaleplate_patrol_s_cluster_anarchy_aggresive'" activate="false"/>
<set_job_active job="'scaleplate_patrol_m_cluster_anarchy_aggresive'" activate="false"/>
<set_job_active job="'scaleplate_patrol_l_cluster_anarchy_aggresive'" activate="false"/>
So, this is the part that confirms that galaxy-wide SCA piracy
will be reduced (but not totally eliminated) at the
conclusion of the whole SCA Terraforming project. The original M and L plunderer jobs get disabled, alongside the "aggressive" SCA patrols in the ownerless "Anarchy" sectors added in the 7.00 patch to the base game (the group defending the "Anarchy Base" is unaffected.)
What does this actually mean, and how much is it reduced by? For that, we need to check
libraries/jobs.xml for the actual job definitions:
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<job id="scaleplate_plunderer_l_cluster_reduced" name="{20204,4101}" startactive="false">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="1"/>
</order>
</orders>
<category faction="scaleplate" tags="[plunderer]" size="ship_l"/>
<quota galaxy="1" sector="1"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt" excludedtags="anarchy"/>
<environment buildatshipyard="false" gate="true"/>
<basket basket="pirate_container"/>
<ship>
<select faction="scaleplate" tags="[plunderer]" size="ship_l"/>
<loadout>
<level min="0.3" max="1.0"/>
</loadout>
<owner exact="scaleplate" overridenpc="true"/>
</ship>
</job>
The "reduced" job appears to limit it to only a
single SCA Destroyer, based on a galaxy quota of 1. Plunder Mode of 1 should mean this will still continue to both plunder ships and hack stations (as defined in
aiscripts/order.plunder) which is the same mode as the job it replaced.
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<job id="scaleplate_plunderer_l_cluster" name="{20204,4101}">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="1"/>
</order>
</orders>
<category faction="scaleplate" tags="[plunderer]" size="ship_l"/>
<quota galaxy="10" sector="1"/>
...
<job id="scaleplate_plunderer_m_cluster" name="{20204,4301}">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="1"/>
</order>
</orders>
<category faction="scaleplate" tags="[plunderer]" size="ship_m"/>
<quota galaxy="9" sector="1"/>
I've truncated the two snippets here since we're mainly interested in the quota numbers, but the two "normal" jobs that get disabled and replaced by the "reduced" one here originally had quotas of 10 L-size and 9 M-size pirates (both with a Plunder Mode of 1, allowing station hacks.) That is 19 SCA Pirate jobs reduced down to 1 here. However, note that there are other SCA jobs that remain; in particular:
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<job id="scaleplate_scavenger_m_cluster" name="{20204,4301}">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="0"/>
</order>
</orders>
<category faction="scaleplate" tags="[plunderer]" size="ship_m"/>
<quota galaxy="17" sector="1"/>
This job remains, and will still spawn up to 17 M-size SCA pirates that will continue to plunder ships. However, its Plunder Mode is 0, which means it should only target ships. I can't see any other SCA job that has a plunder mode of 1 or 2, meaning after the conclusion of the SCA Terraforming project, that single L-size plunderer is the only SCA ship that will potentially hack stations. Everything remaining should only target ships for plundering. All other jobs related to SCA trading, smuggling, escorts, deep-space encounters/spawns, etc. remain unaffected as far as I can tell.