Avorion

Avorion

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[2.5.2+] Xavorion: Sectors
   
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1.192 MB
21 Jun, 2023 @ 6:34pm
1 Jul @ 5:55am
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[2.5.2+] Xavorion: Sectors

In 2 collections by LM13
[2.5.2+] Avorion eXtended
27 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
New galaxy generator, extending gameplay with Economy Types, Natural Resources, new stations and more depth for exploration.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.

Procedural Sector Generation

Avorion sector templates have been replaced by procedurally generated sectors.
Those differ in sizes, shapes and content - based on natural resources and type of local economy.

New generator has been tweaked to offer galaxy-wide unique sectors, and unexpected situations.

Inner Faction Areas
- Much safer than other regions, with faction wars and pirate attack being rare
- Largest population and station density, offering best trade opportunities
- Natural resources are actively mined by factions, resulting in lower resource availability
- Higher population can result in NPCs competing with players for trade routes and asteroids

Outer Faction Areas
- While safer than deep space, outer regions can be controlled by pirates and attacked by other factions.
- Population is much smaller, with less stations available
- Natural resources are more available, and less likely to be actively mined by factions
- Competition with NPCs is small, and trade routes can be more profitable than in Inner regions

Deep Space
- Most dangerous regions, usually populated by Pirates and Xsotan
- Extremely valuable sectors can be found in those regions

Extended Exploration

It's unlikely that you'll find two similiar sectors. Each will differ in rarity, tech, economy, resources, prices and many other factors.
As content changes with faction regions, each playstyle should be rewarded by manual exploration.

Natural Resources

Mineable and extractable resources are specific to certain sectors, with Economies built around those resources.
It is not possible to gather non-existing resources anymore.

- Gas extraction depends on Nebula, with 3 different types composed of different elements
- Mines depend on asteroid belts, with 5 different types composed of different resources
- Buildable materials are part of natural resources, and differ greatly between sectors and regions

Sector Economies

There are 9 types of economies in Xavorion, each with different types of stations and goods.
Mixed types of economies can be found, depending on natural resources of a sector.

- Those add a predictable way to identify sectors of interest
- Certain types of stations can only spawn in their related economies
- Local and regional prices are affected by economies, making each part of galaxy unique
- Struggling economies can be found, providing an opportunity for station builders or traders
- Long range trade routes can be found, including wormhole jump between different regions

Dynamic economy - Supply, Stock, Demand

In addition to regional economies, prices change based on local stock of goods.
Economy overview provide regional, averaged pricing - actual values will differ from station to station.

- Produced goods will be sold at lower prices, when stations run out of space to store them
- Factories and stations will pay extra for goods they need, but don't have

As NPCs and Players trade, prices of goods will change instantly.
It's possible for NPC traders to snatch your profit in highly populated areas.
( If you're coming from X series, that should feel familiar )

New stations, new shops

Equipment Docks have been removed, instead - all buyable equipment is distributed between 10 stations.
A total of 4 new stations have been added, offering a specialized selection of equipment.

- Upgrading your ship performance belongs to Repair Docks and Shipyards
- Trading Posts offer equipment for merchants and haulers, and "imported" equipment added from other mods
- Scrapyards deal in equipment for salvagers
- Resource Depots deal in equipment for miners
- Scrap Markets offer entry level salvaging equipmnet, and cheap selection of other items
- Missile Markets deal in torpedos, missile launchers and proton torpedo launchers
- Civil Defenses Market are hubs for defensive systems and weapons
- Combat Equipment Markets offer combat specific weapons and upgrades
- Military Outposts have best selection of defensive and offensive equipment

Station Founding

Founding stations is much, much cheaper and accessible at early game.

But, not every station can be built everywhere.

You can't mine resources that don't exist, and
unrelated stations cannot be built in certain economies.
Chemical factory is not welcome in Farming sector.

Functional stations, like Repair Docks, can be built anywhere.

Galaxy Scanner

Simple sector scanner is available from Galaxy Map, providing basic information about sector economy and resources.
Initially, its range is limited and blocked by Nebulas. Deep space scanners extend range and negate nebula interference.


Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://steamproxy.net/sharedfiles/filedetails/discussions/2923179923
36 Comments
Alastair 9 Jun @ 3:49am 
@LM13

No worries just thought I would let you know. Loving how the mod is turning out. Especially being compatible with more and more things.
LM13  [author] 9 Jun @ 3:47am 
@Alastair

Thanks, I'll need to dig into that code. Might take some time though
Alastair 8 Jun @ 5:50am 
Also while I was searching through the code. I found that for some reason every time you call to check if the ship is being built only using credits, you call it twice. Meaning it looks like

if Shipyard.bUseMoney and Shipyard.bUseMoney == true then

When unless I am not understanding something is redundant as you are just checking the same variable twice. Shouldn't it be

if Shipyard.bUseMoney == true then

This effects shipyard.lua lines 150, 500, 516, 829, 1068 and 1084

shipyardAdvanced.lua lines 65, 416 and 432

shipyardExtended.lua lines 40, 279 and 295
Alastair 8 Jun @ 5:50am 
When looking it up I found some posts on the Advanced Shipyard mod page about how when using this and shipyard together it seems that the UI was using the square root. So if you made a ship at 200% scale in the UI it would be showing the cost and stats of a 400% ship. The person reckoned it was followed something like SQRT(X) X=scale factor

I tried searching through the mod but couldn't find anything that would be causing that but it does line up. And he said it only happened with both mods active. So I am assuming it is something that XAvorion is overriding/changing. Since XAvorion has code that is only used when Advanced Shipyards is also present.
Alastair 8 Jun @ 5:50am 
For some reason when making ships using this and advanced shipyards the displayed money to make the ship is wrong if the scale isn't set to 100%.

I wanted to make a ship and scaled it down to 65%, according to the UI I should have had enough credits. But when I went to build it it said I needed 10mil more. For reference according to the UI I only needed 2.5mil but when buying it wanted around 12mil.

When set to 100% the amount I needed and the total cost lined up.
LM13  [author] 27 May @ 3:14pm 
@Stria

Pirating each other sounds pretty close to what I'd expect from them ;D

Not sure what you mean. Same as vanilla, pirate/xsotan sectors can appear in deep space.
Large pirate(ish) factions appear at higher difficulties, or Custom Scenario with low relation level selected.
Stria 27 May @ 12:32pm 
What are the pirates all doing in deep space? Just pirating each other? Endless piracy back and forth forever?
LM13  [author] 29 Apr @ 10:28am 
Yup, you and your friend have different relation level with that faction.
Higher level means better price
OldHentai 29 Apr @ 8:14am 
Do dynamic economies perform well on dedicated servers? My friend and I are seeing inconsistent prices on the same station in the same sector
LM13  [author] 1 Apr @ 3:25am 
@kirbcake

Stations generate profit at default tax with active buy/sell. Number of traders is same, usually larger, than vanilla.

For larger profit, you want to export your stuff, and/or supply your station cheaply.
Manual trading is one thing, but you can set up trade routes to automate this.

With dynamic economy, single sector will saturate quickly.
Maximizing profit means finding and plotting routes that will supply multiple sectors, at similiar rate to their consumption.
Or, travelling far to look for new markets. Min/maxing with regional prices is another topic.

There's no single way to play with economy, that's up to you.
But trading is extremely profitable, with initial large income, and a certain stable level afterwards.

Microing with captain orders is not intended way of playing. But yeah, it's there.