Colony Crises

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Icon check.png
Up to date for latest version, 0.98a.
Colony Crises in the intel screen, with a major event pending
A crisis is virtually unavoidable at some point, and hostile fleets continually probe your defenses, but where there is danger, there is often opportunity.

–In-game description

Colony Crises (previously known as Hostile Activity) is a major event in Starsector. It begins when a colony is established by the player.

For more general threats against colonies, see Colony threats.

Overview

Every faction in the game may, under certain conditions, start harassing your colonies. The exception are the independents, though independent mercenaries will be employed by Tri-Tachyon.

This applies an ongoing effect unique to the faction, mostly in the form of that faction's fleets harassing your colonies (possibly destroying trade convoys), and add points to the event, depending on how much your colonies annoy them.

Unless stated otherwise, all fleets involved in this event are "operating in a legal gray area", and fighting them with Transponder on will only cause a -5 relationship penalty. Do note that these fleets can cause additional problems as they can engage conveys of factions they are hostile with, but can also provide assistance in fighting factions like pirates and the Luddic Path, whether against small raiding fleets or major attacks.

Once the event reaches 500 points, one of the factions will be picked for a major attack on your colonies. If the progress is reduced to 475 points, the attack will be cancelled, potentially allowing a "reroll" of the faction. Once the event reaches 600 points, the chosen faction will start planning the attack, and the number of points will reset to 200. The planned attack will be visible in a separate intel, and it usually takes about 2-3 months for it to plan, launch, and reach your colony.

The attack will usually consist of multiple fleets and require player intervention to be defeated. It's not necessary to destroy all fleets - defeating the main fleet is sufficient, but defeating some of the side fleets may sometimes work as well. Successfully fighting off the raid will often, but not always, make their faction leave you alone from then on.

The maximum amount of points gained per month is 60 (or 30 if on easy difficulty), meaning that it will take a minimum of 10 months for the first crisis.

General factors

Defensive measures

Only the highest level structure/industry across the player faction is used, these progress reductions do not stack.

One-time factors

  • Hostile ships destroyed: one-time reduction based on the amount. Only battles involving the player fleet count. Any hostile ships - not just those from pirates and Pathers - destroyed will count. For example, a punitive expedition defeated by the player will also reduce the crisis progress.
  • Pirate Base destroyed: 40-80 point reduction based on the base tier, but only if the base was affecting at least one player colony.
  • Luddic Path Base destroyed: 50 point reduction, plus 20 for every active cell on a player colony, to a maximum of 150. Only applies if Pather interest on player colonies is not zero.

Blowback

Reducing progress through one-time reductions such as destroying hostile ships accumulates blowback at the same rate, which contributes 5% of its accumulated points per month to event progress. Thus one-time time factors will only postpone rather than prevent an event.

Escalate

The player can escalate the progression for Colony Crisis, costing SP 100% XP. Doing this will set the crisis counter to 550 points, forcing the game to roll for a crisis or after some period of time. This allows the player to be able to rush through the crises to get it out of the way, or to avoid needing to wait for a long time if the points progression is too slow. Do note that it will also trigger the one time disruption event if you are below 300 points and have not triggered it before, causing pirates to raid one of the player occupied systems.

Hegemony

Hegemony inspection.png
Inspection info in the intel sceen

Trigger

The Hegemony becomes interested in your colonies if you are using AI Cores. The AI inspectors will attempt to stop illegal AI core use.

The Hegemony's contribution crisis meter is based on the total AI core usage on all player colonies of size 4 and up, with diminishing returns.

A Gamma Core is worth 1 point, a Beta Core 2 points, an Alpha Core 4 points, and an Alpha Core colony administrator 10 points.[1]

Joining the Persean League will suspend Hegemony contribution to Hostile Activity (but will not cancel AI inspections already in progress). However, leaving the Persean League will resume the Hegemony crisis.

Ongoing effect

Hegemony Technology Investigation Fleets will fly around your colony (mainly around the jump points), harassing neutral fleets, though they will also help fight any pirates or Luddic Path fleets.

They may intercept your fleet and demand to inspect your ships, causing damage to combat readiness if you comply. Refusing can cause them to attack you, but if the player has a big enough fleet, they will back off.

Major attack

The Hegemony will send one or more inspection fleets to a random colony with AI cores (weighted heavily towards colonies with more AI core usage). The colony must be at least 180 days old and have 8 or more points of AI usage[2] - so sufficiently distributed AI usage, with no AI admins, will avoid inspections.

Player colonies will concede to these inspection by default, unless selected otherwise. A successful inspection will remove all AI cores on the colony's industries and the AI administrator if present, and apply a reputation penalty.[3]

The inspection fleets have three levels, with the level rising each time an inspection event is defeated (by fighting the fleets, or tactically bombarding their origin market before they depart). An inspection that successfully completes or is bribed does not raise the level.

  • Level 1: 150 fleet points[2]
  • Level 2: 600 fleet points
  • Level 3: 1,400 fleet points

The player has several options to deal with inspections, selectable through the Avert dialog in the inspection's Intel Screen display:

  • Comply with the inspection (default). If AI cores are discovered they will be immediately confiscated and the player's reputation with the Hegemony will decrease by 10.
    • If the AI inspection fleet finds less than 80% of the expected credit value in AI cores[3], as a result of the player removing AI cores after the inspection fleet has been announced, the fleet will disrupt all the colonies' industries, reduce the player's reputation with the Hegemony with 20, and penalize the colony's stability. The player can still safely replace high value cores for the equivalent in low value cores, to change which cores the fleet takes.
    • AI cores in Storage will be taken if they are found there after the inspection had expected them to be on industries.
  • Resist the inspection, allowing player faction forces to attack the inspection fleet as though they were a typical threat. This will make the Hegemony immediately turn hostile when the fleet arrives in-system. Resisting is the default and only option if the player is already hostile to the Hegemony.
    • If the inspection fleet overcomes the colony's space defenses, it will raid the colony with their Valkyrie transports, try to seize the AI cores it finds and may cause some instability. Each core has a chance to escape confiscation, depending on the ratio of the colony's ground defense strength to the fleet's strength.
  • Bribe the inspectors, causing them to arrive and act as though no cores were present. This costs SP 0% XP and 150,000¢ × 1.5^(number of past inspections), capped at 500,000¢.
    • A bribed inspection may still conduct its inspection if the Hegemony turns hostile midway through (changing the default response to resistance when the intel item is viewed in the GUI).

Regardless of the option selected, the player can also personally engage and destroy the inspection fleet(s) while having their Transponder off, resulting in only a slight reputation loss. This can even be done with the colony's station and patrols supporting the player, even if the 'comply' option was chosen. Other than bribery, this is the only way to maintain good relations with the Hegemony while keeping the AI cores and otherwise avoiding damage to the colony.

Resolution

Once the three levels of Inspection Fleets have been defeated, the Hegemony threat will cease. The player can speak to Baikal Daud on Chicomoztoc to 'discuss' the matter, which will earn 3 story points.

Persean League

Trigger

The Persean League becomes interested in your colonies when you have either at least three colonies with at least one of size 4, or one colony of size 5 or bigger. Their goal is to make you join the Persean League.

Ongoing effect

Persean League Enforcer fleets will "patrol" around your colony and harassing neutral fleets, though they will also engage Pirates and Luddic Path fleet.

They may intercept your fleet and demand to inspect your ships (under the guise of ensuring no illegal goods like Recreational Drugs or Harvested Organs are being carried), causing damage to CR if you comply.

Refusing may cause them to attack you, but if the player has a big enough fleet they will back off.

Major attack

Blockade.png

A massive blockade consisting of several fleets, including a Grand Armada and two Supply Fleets, will target the system with the highest player market presence, which is calculated using this formula[4]:

  • Factor = [(Highest colony size in system) - 3 + (Number of colonies in system) - 1] / 3
  • The factor cannot exceed these values, which is based on the highest colony size in the targeted system:
    • Size 3: 0.35
    • Size 4: 0.55
    • Size 5: 0.75
    • Size 6 or higher: 1

The number of fleets in the blockade is influenced by Kazeron's fleet size multiplier and the market presence factor in the targeted system. At the highest factor of 1 - reached by having just one size 6 colony in the system - the overall blockade strength will be about 50% higher (normally resulting in 14 or so fleets) compared to the minimum possible blockade against one size 4 colony.

Upon arrival, the blockade will inflict the Blockaded condition (-60% accessibility) to all colonies in the system. The blockade will patrol around and between the system's jump points, until either enough time have passed (around a cycle) or they are defeated due to one of these conditions:

  • The Grand Armada (denoted by the presence of s-mods) is destroyed.
  • Both Supply Fleets are destroyed.
  • 75% of all fleets are destroyed.

Resolution

Capital.png
League member.png

There are three ways to end the League threat:

  • Defeat their major attack.
  • Go to Kazeron in Thule to discuss joining the League with the Prime Demarchon, Reynard Hannan. You will be required to give up 20% of your colony gross income and get a Persean League commission.
    • Presenting at least two "strong arguments" for joining the League will enable a "good deal" that reduces the fee to zero. The available strong arguments are:
      • Defeating the Persean League All-League Aegis that patrols the Thule Star System.
      • Defeating the blockade.
      • Paying a kickback to gens Hannan (5% of colony gross income) - this also makes Reynard Hannan available as a potential Very High Military & Trade contact upon joining the League.
      • Raiding for, and then offering to return, the Pristine Nanoforge on Kazeron.
  • Saturation bombardment of a League colony. This will prevent joining the League in the future, along with the usual consequences of conducting such a bombardment.

It is possible to leave the league after joining, but leaving without a good deal will have the League resume their hostile activities against the player. The player can rejoin one more time, but any further attempts to rejoin will be rejected.

The player can rescind their kickback to gens Hannan, but they will send mercenaries after the player in response.

Defeating the blockade will grant the Established Polity condition to all player colonies giving +10% accessibility.

Joining the League will grant the League Development Programs that also gives +10% accessibility in place of Established Polity. League membership also blocks AI inspections by the Hegemony.

Luddic Church

Luddic majority.png
Luddic majority unhappy.png

Trigger

Colonies that fit certain criteria may attract immigrants from the Luddic Church, creating the Luddic Majority market condition if the colony increases in size while being suitable:

The condition gives the colony: +1 stability, +1 unit of production for their preferred jobs, and +(5 * Colony Size) population growth.

If the requirements are not met, Luddic Majority will immediately lose its beneficial effects, and will be disappear the next time the market grows in size.

The condition also draws the ire of the Knights of Ludd, ostensibly over potential spiritual dangers to them (though probing them over it indicates that missing labor quotas may be the real cause). The monthly points contribution is equal to the size of the offending colonies.

Ongoing effect

Knights of Ludd fleets will fly around your colonies. They are not hostile, but will harass neutral fleets and engage any pirates in the system.

They might intercept you and demand a tribute of supplies; refusing may make the fleet attack you, but if the player has a big enough fleet, they will back off.

Major attack

A large Knights of Ludd expedition - always consisting of 5 fleets - will fly to your colony and blockade the planet. This event will cause 0-2 unrest on the target colony per month (depending on the strength of the expedition relative to the defenders), and if stability drops to 0, the Church will take over the colony. The takeover attempt can end after 180 days if the colony has not already fallen to Luddic Church control, though this does not count as having defeated the expedition.

The player can also contact the leading fleet of the expedition once they have reached the targeted system and offer to transfer control of the planet. Doing so will immediately put the planet under the Church's control, and increase your reputation with both the Church (+25) and the fleet's commander (+25).

Resolution

There are two ways to make peace with the Luddic Church:

  • Go to their colony and negotiate an immigration restriction agreement. The agreement will remove the effect of Luddic Majority.
  • Fight off their major attack. Doing so will also double the effect of Luddic Majority.

Notes

  • Currently, having the Church take over habitable planets is the only way to expand the consumer market for your colony exports, as factions do not colonize or develop their colonies, aside from scripted spawns like Sentinel and pirate/Pather bases.
  • Transferred colony will retain most of its properties.
    • All of its industries, installed items, installed AI cores, improvements, and queued constructions are retained, even those that remove Luddic Majority bonuses.
    • The orbital station will function as the extension of the Luddic Church market like usual, but the station fleet entity will remain player faction-controlled.
      • The station will need to be disabled like usual in order to bombard the planet, but otherwise it will function as a player faction fleet.
      • Engaging a station of your own faction will not attract any reinforcement of any kind for either side, nor will it cause any reputation changes.
      • You can disable the station and open up the planet for bombardment by having a Luddic Church fleet "defeat" you in combat near the station.
      • AI core installed on the station can be retrieved(salvaged) by defeating it in combat yourself, causing the station to lose its commander but this change will not be reflected in the colony information.
    • The administrator is unassigned and a new one is not assigned.
      • Alpha Core administrators are also forcibly unassigned, but will not return an Alpha Core to your inventory, effectively destroying it.
    • You gain access to the storage without having to pay the initial fee.
      • Storage contents are preserved.
      • Items and ships illegal under Luddic Church is retained but cannot be retrieved, and will incur permanent storage fees until it is decivilized.
    • Luddic Path cells will eventually dissolve even if the colony maintains high enough interest due to AI core usage.
  • The Church will immediately claim the entire system as their own, overriding whatever claims existed on the system before.

Tri-Tachyon

The Commerce Raiding event in the intel screen

Trigger

Tri-Tachyon becomes interested in your colonies when you are exporting at least 5 units of at least 2 different commodities, other than Food, Domestic Goods, Ore, Metals, Crew, Marines.

Ongoing effect

Independent "Commerce Raider" fleets will harass your colony, attacking trade fleets in system and in hyperspace. These are quite powerful fleets, with S-modded ships.

Once you have defeated these fleets or damaged Tri-Tachyon assets once, a Tri-Tachyon Commerce Raiding major event appears in your intel screen to track this crisis.

Major attack

A massive mercenary raid consisting of several fleets from Tactistar, led by a Tactistar Operations Command, will be sent from Nortia (or a Tri-Tachyon market, if Nortia has been decivilized or otherwise not under independent control) to raid the system with the highest commodity competition against Tri-Tachyon, disrupting all industries for all player colonies in that system. The raid size is influenced only by the market presence factor of the targeted system, with the highest possible raid size being sent against systems containing size 6 colonies.

By establishing comms with the admiral of the Tactistar Operations Command, the mercenaries can be bribed for 1,000,000¢ to raid the Hybrasil system instead.

Regardless of outcome, the Tri-Tachyon Commerce Raiding event will commence if it has not already appeared.

Resolution

Ttcr event.png

Rayan Arroyo can give you some hints about resolving this after you meet him during Kallichore Archive, mainly explaining the nature of Tri-Tachyon Commerce Raiding. Basically, the player have to do enough damage to Tri-Tachyon assets that continued aggression against the player will be considered unprofitable and aggression will cease.

Destroying or bribing the mercenary fleets in the major attack is not enough to stop Tri-Tachyon by itself, but it will contribute towards finishing the commerce raiding event (80 points for defeating the fleets, or 100 for bribing them), and reduce Tri-Tachyon's contribution to the overall Colony Crises meter to 0.25× of normal.

To gain more points beyond that, the player can:

  • Destroy trade fleets and smugglers going to or from Tri-Tachyon colonies, regardless of fleet affiliation.
  • Disrupt Industries in any Tri-Tachyon colony.
  • Destroy the independent-flagged Commerce Raiders around player colonies.
Ttcr mercs2.png

At 150 points, Tri-Tachyon will hire mercenaries to eliminate the player, which will appear a few months after this point has been reached. Even if the player manages to resolves the situation before encountering the mercenaries, the contract will still hold regardless.

These mercenary fleets are based on archetypes / factions led by idiosyncratic officers, a non-exhaustive list of them are:

Ttcr success.png

When the maximum points of 300 is reached, Tri-Tachyon aggression will cease. After which, the player can talk with a Tri-Tachyon contact of High or Very High Importance to make a deal.

Both the player and Tri-Tachyon colonies will gained increased accessibility by a percentage equal to the sum of the other faction's colony sizes.

This agreement will remain in place even if the player faction and Tri-Tachyon become hostile later on.

It can also be unilaterally terminated by the player from the Intel screen, but this will result in a -50 relation penalty with Tri-Tachyon and the agreement cannot be remade.

Sindrian Diktat

Trigger

The Sindrian Diktat becomes interested in your colonies if you are producing at least 5 units of fuel.

Ongoing effect

Sindrian Diktat Raiding fleets will patrol player systems and nearby hyperspace, attacking relevant trade convoys. If they spot the player's fleet, they will actively give pursuit against the player to attack them.

Major attack

A Sindrian Diktat expedition consisting of several Lion's Guard fleets will be sent to carry out a saturation bombardment against the colony hosting the highest fuel production. Like the Persean League's major attack, the expedition size will increase based on Sindria's fleet size multiplier and the market presence factor of the system hosting the target colony; against a system with at least one size 6 colony, the expedition will be approximately 66% stronger than usual.

Resolution

There are two ways to end the Sindrian Diktat threat:

  • Defeating the major attack, which also results in a 25% increase to income from fuel exports.
  • Talking to an official on Sindria and accepting a deal that gives them 50% of your income from fuel exports.

Raiding Sindria and disrupting their Fuel Production, taking their Synchrotron Core, or lowering their Fuel production to below 7 (by disrupting their Megaport or destroying convoy fleets) will pause the threat.

Pirates

Event bad.png

Trigger

Pirates will always attack your colonies until their crisis is resolved.

Monthly score is given based on the biggest colony's size and stability. If multiple colonies have the same size, one with the highest stability is used.

The rate is: 10 + size - stability.

Pirate Bases near your colonies will also contribute a varying amount, depending on the number of colonies within range.

Ongoing effect

Pirate fleets will actively attack traders going in or out of your colony, causing shipping disruptions.

Major attack

Pirates will organize a large raiding party from one of their colonies, targeting one of the player's systems. For the minor attack occuring at 300 points, the pirates will always send 2 low-strength fleets. For the major attack at 600 points, the raid size depends on both the targeted system's danger from colony threats and its market presence factor, with the maximum-size raid being sent against a system experiencing Extreme danger and hosting at least one size 6 colony.

If successful, they will inflict a large stability penalty to the targeted colony.

Resolution

Pirates will mostly stop attacking you (though nearby pirate bases will still be opportunistic) if you either defeat their major attack or obtain protection from Jorien Kanta, a pirate warlord located in Kanta's Den in the Magec Star System.

Resolving the pirate crisis will grant all player colonies the Piracy Respite market condition, which reduces the frequency of shipping disruptions at player colonies (specifically, it excludes pirates from 'danger' checks in trade fleet calculations[5]). Getting Kanta's protection will apply this effect and also stop pirate fleets from attacking trade fleets to/from player colonies,[5] regardless of whether it was obtained before or after defeating the major attack.

Kanta will demand a tribute in exchange for her protection. A list of acceptable tributes is:

The following can be offered, but will be rejected:

Do note that Kanta's Protection cannot be obtained if the player chooses to space the Loke clone without the helmet during the events of At The Gates, having earned her deep ire.

Luddic Path

Sleeper cells.png
Pather cells.png
For more information on Pather Cells, see Colony threats#Luddic Path Cells.

Trigger

Technology and AI Core use create Luddic Path interest. Interest needs to be at least 7 for a Pather Cell to spawn. The Pather contribution to the Crisis meter is based on the total interest on all player colonies, with diminishing returns.

Source Interest
Gamma Core · Mining 1
Beta Core · Refining · Tech-Mining on Scattered Ruins 2
Alpha Core · Tech-Mining on Widespread Ruins · Corrupted Nanoforge · Pristine Nanoforge · Synchrotron Core · Orbital Fusion Lamp · Autonomous Mantle Bore · Catalytic Core · Soil Nanites · Biofactory Embryo · Fullerene Spool · Plasma Dynamo · Cryoarithmetic Engine · Combat Drone Replicators · Dealmaker Holosuite 4
Tech-Mining on Extensive Ruins 6
Hypershunt Tap · Tech-Mining on Vast Ruins 8
AI Core Administrator 10

Ongoing effect

Pather fleets can be found raiding around systems containing the offending colony.

Major attack

A large Pather expedition will attack your colony with the intent of saturation bombardment to destroy the source of their ire. The size of the expedition scales on both the Pather interest and the market size of the targeted colony; in the worst case, the expedition will be about 2x stronger than the weakest possible attack (against a size 3 colony with exactly 7 Pather interest).

Resolution

If the player has colonies targeted by Luddic Path cells, then they can offer a bigger counter "tithe" (scaling with the number of colonies, their sizes, and Pather Interest), which is usually around 200,000¢ to 800,000¢; this bribe will negate Pather activity in the player colonies for around 730 days. Once the time runs out, their threat resume.

There are two ways to permanently remove the Luddic Path contribution to the crisis meter:

  • Defeating the major attack, which also increase the maximum amount of interest they will tolerate from 7 to 14. However, Luddic Path cells will still persist and will activate if their interest reaches 14.
  • A permanent agreement can be reached as a part of the Scythe of Orion quest. This also stops Luddic Path cell activities on your colonies.

Remnants

Colony Crises in the intel screen with a Remnants major attack pending
Crest ai remnant.png

Trigger

The Remnants will take an interest in any colony sharing a system with a Remnant Nexus.

Ongoing effect

Remnant fleets will actively attack fleets going in or out of your colony, causing shipping disruptions. For a very recently established colony, they notably attack fleets launched from the colony almost immediately after they appear. Even against a colony strong enough to hold off the Remnants, they can distract its patrols endlessly, which may weaken defenses against other Colony Crises.

Major attack

The Remnant's major attack involves multiple Remnant Ordos - anywhere between 5 to 7 fleets, which is halved if the Remnant station is the damaged variant - being sent to conduct a saturation bombardment of their unwanted neighbor. They have zero preparation time and, thus, will quickly arrive to the target colony.[6]

Unlike any other type of Colony Crises, defeating their major attack does not progress towards resolution. Even if these fleets are defeated, more may be sent later.

Resolution

The only way to remove their threat is to destroy the nexus in question.

It is possible for any powerful fleet, like major attacks launched by other factions, to happen to pass by the nexus and destroy it without player intervention.

Changelog

  • Patch 0.98a-RC5: 
    • Colony crises:
      • Added "Escalate crisis" option that costs 1 story point and sets colony crisis progress to 550 points
      • Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)
      • Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military
      • Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells
      • Persean League crisis reward:
        • Added +10% accessibility to all colonies ("established polity")
        • Also applies when a member of the League on any terms
      • Removed reputation bonus with Hegemony/independents
      • Pirate crisis reward: changed to reduce shipping disruptions from pirates (was: increased accessibility)
  • Patch 0.97a-RC9: 
    • Tactistar Mercenary Attack - made it more clear that it's possible to bribe them
      • Added note about flexibility of mercenary allegiances to intel item
      • Detachments now tell you talk talk to Operations Command if you have business to discuss
      • Operations Command will hail the player, to make it more clear there is something to talk about
      • Scavengers / mercenaries / other fleets that you'd lose reputation for fighting no longer join battles to help them
    • Commerce Raiders:
      • Can now aid other faction trade fleets that are fighting them (provided they can ID you/are not hostile/etc)
      • Patrols and similar fleets will now come to the aid of trade fleets attacked by Commerce Raiders, even if they are not nominally hostile to the independent faction
    • Tri-Tachyon colony crisis: somewhat restricted set of commodities they consider for competition (not food, domestic goods, and base ores/metals)
      • And still requires at least 2 competing commodities
    • Significantly reduced number and strength of residual pirate fleets present in player systems after the pirate threat has been dealt with
    • Deal with pirate Station King no longer broken by fighting fleets from that station outside the star system with the base
    • On easy difficulty, capped monthly Colony Crisis progress to 30 (cap is 60 for normal difficulty)
    • Pirate bases no longer spawn specifically to target player colonies after Piracy Respite has been gained
  • Patch 0.97a-RC8: 
    • Reduced industry disruption duration from mercenary raid (and similar) by half
    • Tri-Tachyon colony crisis now requires at least two competing commodities
    • Slightly toned down the difficulty of the Tri-Tachyon related crisis
      • And increased the time the attack force spends preparing to depart by two weeks
    • Halved bribe amount required to handle the mercenary attack force without fighting
    • Reduced Persean League colony crisis progress by a bit less than half
    • Increased max colony crisis progress to 600 (was: 500), adjusted related values
    • Destroying hostile fleets while colony crisis progress is at zero no longer adds to blowback
    • Persean League Enforcers and similar types of fleets will no longer support Commerce Raiders (and similar) in battle against the player
    • Luddic Church takeover crisis description now explicitly mentions the Luddic Majority condition
    • Generally somewhat reduced the stength of crisis-factor-related fleets in systems with lots of small colonies
  • Patch 0.97a-RC6: 
    • Reworked "Hostile Activity" as "Colony Crises"
      • No penalties, just risk/reward opportunities whenever a crisis happens
      • Punitive expeditions and AI inspections rolled into the crisis system
        • Except for "colony in faction space" punitive expeditions
      • Hegemony AI inspection bribe amount increased very substantially
      • Added crises for Persean League, Hegemony, Tri-Tachyon, Sindrian Diktat, Luddic Church
        • With narrative resolutions/agreements/etc
        • And with fleets you encounter in your system prior to any crisis
        • (These are a large portion of the work/content in this release)
      • Base colony stability is back to 5, Spaceport/Megaport accessibility back to 50/80%
      • Luddic Path cells can once again cause incidents at player colonies
      • Pirate bases can once again affect player colonies with "Pirate Activity"
        • But a deal with the Station King cancels this out
      • Deal with Station King no longer reduces event progress every month

References

  1. HegemonyAICoresActivityCause.java, Starsector API.
  2. 2.0 2.1 HegemonyHostileActivityFactor.java Starsector API.
  3. 3.0 3.1 HIActionStage.java, Starsector API.
  4. getMarketPresenceFactor() in HostileActivityEventIntel.java, Starsector API
  5. 5.0 5.1 EconomyFleetRouteManager.java, Starsector API.
  6. RemnantHostileActivityFactor.java, Starsector API.

External links