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More Factions

250 NEW FACTIONS INFINITE NUMBER OF NEW XENOTYPES There are 250 new factions available, with 50 for each technological level. These new factions are not available for selection at the start of the game; they only appear during gameplay through various events. I have added very flexible settings to make this as convenient as possible. Each of the 250 faction icons has 26 colors (which totals 6,500 combinations, lol) and a list of unique names for each tech level. Random Factions There are 2 main ways for random factions to appear. [b]The first[/b] is simply a random appearance on the world map (default 5% every 23 hours). The higher the tech level, the lower the chance (can be changed in the settings). [b]The second option[/b] is spawning on ruins. This is designed primarily for various mods that involve the destruction of settlements (e.g., Dynamic Diplomacy): if ruins appear after a settlement is destroyed, there is a default 10% chance per update that a new faction will appear there. In this case, depending on the settings, the mod takes one or more factions randomly selected from the pool and creates a new one based on those factions' units. For example, if you have a VFE medieval faction and some samurai, you can choose in the settings: inherit from one faction or take several. If inheriting from one, the new faction might become, for instance, samurai. If you choose to mix inheritance, the new faction will have parts from VFE and parts from the samurai — creating a mixed faction. You can choose in detail which factions to inherit from in the settings. [b]Ideology Rules:[/b] By default, there is a 70% chance to inherit the ideology according to the rules of the parent faction and a 30% chance for a completely random ideology. [hr] Faction Split The second way factions appear is through a split, which can be peaceful, hostile, or allied toward the parent faction. By default, there is a 5% chance for a split, requiring the faction to have at least 5 settlements (also configurable). In this case, unit inheritance comes from the faction from which the split occurred. During a split, a faction can: [list] [*] Fully preserve the "parent" faith; [*] Create a reformed version (based on an archetype); [*] Completely change the faith to a random one. The choice depends on how hostile the split was. [/list] The split system includes options for technological breakthrough and technological degradation. This means that a faction of a higher or lower tech level may spawn during a split — in this case, it will adopt units from donor factions according to the random faction principle. You can also set a maximum tech level. [hr] Xenotype Inheritance You can choose in the settings which xenotypes can appear in new factions in general, and which can appear at a specific technological level (if you don't like Hussars or Sanguophages appearing in a tribe, for example). Xenotype mixing happens randomly for "random factions" and is inherited from the parent in the case of a split. Variation options: [list] [*] 20% chance to completely remove the rarest species; [*] 20% chance that a random species will become 2.5 times more numerous; [*] 20% chance for a new species to appear; [*] 10% chance that only one specific species remains. [/list] In all cases, xenotype proportions vary from 50 to 150 percent. On average, you will see between 2 and 5 xenotypes per faction. [hr] Unique Xenotypes In the settings, you can enable hybrids (enabled by default). Hybrids are new xenotypes, each with a unique name. It works like this: the most numerous xenotype is taken as a base (80% to 100% of its genes), and the rest comes from other xenotypes in that faction. Additionally, 1–2 completely new genes are added by default and 0–2 old ones are removed, but the total remains between 5 and 25 genes. The new xenotype is assigned a unique name through a procedural generation system. You are unlikely to meet two identical names, as the chances are roughly: [list] [*] [b]Two syllables[/b] — 90,000 unique combinations; [*] [b]Three syllables[/b] — 27 million unique combinations; [*] [b]Four syllables[/b] — over 8 billion unique combinations. [/list] The system doesn't just create a xenotype; it also writes a brief history for it. A random lore text explaining its origin is generated in the description of each hybrid, and its genetic foundation (which species it originated from) is automatically indicated. In the settings, you can choose the chance of a hybrid appearing and its migration chance. Migration chance implies that during another spawn, hybrids from one faction can join a new one. This creates a sense of a single, evolving space. You can exclude archite genes in the settings and change inheritance parameters (inheritable only, or inheritable and xenogenes, or all genes — default is inheritable only). There is also a limit set so that metabolism is no lower than -10, which can also be changed. [hr] Performance Impact Don't worry about the "weight": 250 factions take up only 100 KB in the save file as long as they are not on the map, because they are essentially just object links. The check runs once every 23 hours by default; the rest of the time the mod "sleeps." The mod itself does not affect performance directly — it may only degrade if you spawn a very large number of factions simultaneously, but that is a characteristic of the game itself, not a mod error. Compatibility This is a reimagining of my [b]Dynamic Factions[/b] mod, but without the political interaction between factions to ensure maximum compatibility with other diplomacy mods. This means you can use mods like RimWar, Dynamic Diplomacy, World Domination, Faction Territories, etc., without any issues. The VEF issue is gone: in the original Dynamic Factions, if you had that framework installed and added the mod mid-game, it would suggest placing factions from a hidden pool. This problem is now fixed; it ignores them. I added a fix similar to the one in the [b]Faction Display Fix[/b] mod, just in case there are many factions, so the faction window displays correctly. Therefore, you should not use them together. A big thanks to Warachia for the great mod! Save Game Compatibility The mod is [b]Savegame Compatible[/b] I spent several days actively testing the mod in various scenarios and fixing potential issues. Right now, it feels like everything is fine, but I can't be 100% sure as it's impossible to account for everything. So, if problems arise, we will solve them, but everything should be okay. [b]All DLCs supported.[/b] I have excluded the Empire and other modded factions that use the title system from unit formation, as this caused issues. Supported Languages [list] [*] Russian [*] English [/list] [hr] Support & Contact [url=https%3A%2F%2Fapp.lava.top%2Fhelldan%3FtabId%3Ddonate][img]https://images.steamusercontent.com/ugc/14757806846785346103/6C636044B7262D7855AA293D4DFA068C8C10AE2A/[/img][/url][app.lava.top] [i]Since I can’t use standard sites, I’m using Lava.top for international support and PayPal. Thank you for the silver![/i] [list] [*] [b]GitHub:[/b] [url=https%3A%2F%2Fgithub.com%2Fhelldanpwnz%2FMore-Faction]Link to repository[/url][github.com] [*] [b]Discord:[/b] [url=https%3A%2F%2Fdiscord.gg%2Fhc5VbDc]Join our server[/url][discord.gg] [*] [b]Boosty:[/b] [url=https%3A%2F%2Fboosty.to%2Fhelldan%2Fdonate]Support me on Boosty[/url][boosty.to] [/list]