Faction Support Fleet Spawn by Inhabited Planets
-Mod background
The major factions in X4 boast a large number of inhabited planets, and should have huge populations, economies, and industries. However, these planets are entirely dependent on the space economy for defense. When an invasion occurs, you can only watch silently as your space forces collapse and your planet faces devastation.
Pirates can spawn free ships regardless of the economy due to game mechanics. So why can’t a large interplanetary nation launch even a single spaceship from a planet?
It may be nonsense to add this "spawn" feature to an economic simulation game, but I created it because I’m not interested in spending most of my time taking care of a dying AI faction.
At least this mod reduces the need to scramble to avoid extinction of AI factions in the early to mid game.
Also, since the rate at which ships are destroyed in the game exceeds the rate at which they are produced, the number of ships and fleet battles between AI factions will decrease and the universe will lose vitality if the player does not intervene in the mid-game and beyond, but this mod slightly increases the chances of seeing fleet battles between factions even in the late game.
It increases the value of inhabited planets, which were mostly just flavor, while guaranteeing a minimum fleet to some AI factions that become critically ill or completely dead in the mid- to late game, and extending their life.
-What this mod does
In sectors with faction inhabited planets, military and civilian fleets will spawn to support the faction without relying on the space economy.
These are auxiliary fleets that do not take over the role of the space military. In other words, the space economy still plays a key role in determining the direction of the faction.
Their existence depends on planet ownership rather than the economy, and they cannot spawn if they lose sector ownership, and they do not provide fleets to enemy factions if the planet falls into enemy hands.
These fleets are easily identifiable because they are named after their home sector name plus the planetary orbital fleet.
They follow the faction’s orders to an extent, moving, defending, and attacking sectors, but their focus is on their home sector.
And surprisingly, Split only has one inhabited planet between the two factions combined, in the Nhuut sector, so they focus their fleets there. They’re too few, so if Split can recapture Rhy, which has become a Xenon sector, they can spawn there too.
Also, Boron’s spawn fleet is somewhat isolated, so it’s almost pointless as it is. So Split sends invasion fleets to Boron using the same system that Terran sends fleets to Xenon. Split’s invasion fleets are also planet-dependent to spawn, so as not to tax Split’s economy.
In summary, this mod completely destroys the pure faction space economy, but in return guarantees a certain size of fleets and fleet battles as a safety net in a universe that is rapidly losing vitality from the mid-game onwards, reducing the need for players to work hard to protect the space economy and weakened factions.
Naturally, since this is a mod that adds AI fleets, it consumes more CPU power than vanilla.
Required DLC:
These DLC should be installed in order to use this item.
X4: Cradle of Humanity
X4: Split Vendetta
X4: Kingdom End