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This mod was designed to extend some management and political layers of the game.
Well, I was a bit frustrated by the amount of changes to the sector system and complexity of possible solutions to implement all the features I’ve invented earlier. After 2.* updates I'm still seeking the best approach to implement all previous sector & faction features of this mod in a best way. So I've decided to make a small break and to focus on a features what I was always want to make fully.
SECTOR MANAGEMENT
Organize your country with new flexible sectors! Now you have a restored ability to control sector shape and manage every system manually. This allows you to add or remove systems to/from any chosen sector.
Sector radius has also been increased to 7 hyperjumps to fit the needs of your growing empire and to provide better optimality of your territorial decisions.
Each sector type now has its unique characteristics. The core sector is the oldest one – the most stable and prosperous, the usual sector is a new place for new growth and opportunities. Frontier is far from the heavy foot of government but it also makes this place ideal for criminals and smugglers.
SYSTEM MANAGEMENT
The new system interface gathers all necessary information about the entire system and system objects: demographic situation, administrative, commercial and military info, etc.
It also provides additional control to define system position relatively any neighbor sector. For now, this is a good platform for further expansions.
SYSTEM LEADERS
Assign any leader to any owned system! Ensure that your core worlds are efficient and well-managed, even on the local level. Now you're able to assign not only the governors but admirals, scientists, generals to the entire systems. Their presence will provide a bunch of effects on all inhabited system planets, depending on leader type, traits and skills.
Those leaders will operate directly from the system starbase. So they are physically vulnerable to any hostile actions. However, they could be pretty helpful to organize a system defense during the wars.
There are also some new traits for system leaders to enhance their possibilities.
MOD SETTINGS
As I'm going to expand my mod with new features, I'd like to keep it flexible for players allowing them to switch on/off some specific mod components. To open the configuration window, just type in console: event irm.91.
OVERRIDES & COMPATIBILITY
I always try to build my mods separating their stuff from vanilla, preferring to make additional gameplay layers over the existing game. To not interfere with original content and to keep as minimal overrides as I could. So, due to the limited changes, IRM seems to be compatible with almost 99% of existing mods.
LAUNCHER ISSUES
The new launcher seems a bit weird, showing some wrong information about the actual state of the mods.
Thanks for reading this, I hope you like this mod. And I hope the next update will be dedicated to some new and cool sector features like sector management, military fleets, armies, etc. All this modding stuff requires a lot of time, so I'll be very grateful for any support and donation, this could significantly boost my morale and speed of development!
v13 - Released 2020-05-12
- fixed errors related to new every_galaxy_pop effect - fixed some localisation issues
v12 - Released 2020-05-12
v11 - Released 2020-05-12
- update to 2.7
v10 - Released 2020-05-12
v9 - Released 2020-04-19
v8 - Released 2020-04-19
v7 - Released 2020-03-24
v6 - Released 2020-03-18
v5 - Released 2020-03-18
v4 - Released 2020-03-17
v3 - Released 2020-03-17
v2 - Released 2019-10-24
REQUIREMENTS
Stellaris
Full game
FORUM LINKS