[Mod] Multiplayer resource transfer

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Magirot
Posts: 140
Joined: Thu Dec 09, 2021 9:01 pm

[Mod] Multiplayer resource transfer

Post by Magirot »

I made a separate thread for Limited Posture Change, but I don't feel like making separate threads for these minor mods that might get limited interest. I might post my other smaller projects here too.


Common installation instructions for all of these:
  1. Extract the .se1evlib file to Shadow Empire\shadowscenarios
    • or Steam\steamapps\common\Shadow Empire\shadowscenarios if you have the Steam version
    • The Steam folder is easy to find by right clicking the game in the Steam games library and going to
      Properties -> Installed Files -> Browse
  2. Start Shadow Empire
  3. Go to Modlib Picker (lower right in the main menu)
  4. Select the mod you want and tick Use this Mod Library (lower right)
  5. Start a new game

Common notes for all of these:
  • In multiplayer games only the host needs the file, and only for the planet generation phase. After that it's included in the save file.
  • All of these mods modify tables from the vanilla game, so patches might break them as reordering happens and the mod will suddenly replace the wrong rows. Currently they work on both stable and open beta (1.21d and 1.21p).
Last edited by Magirot on Wed Sep 13, 2023 8:40 pm, edited 1 time in total.
Magirot
Posts: 140
Joined: Thu Dec 09, 2021 9:01 pm

Re: [Various mods] Multiplayer resource transfer, Limited Spies

Post by Magirot »

Some multiplayer interactivity (smpi):

Ask for Aid

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DOWNLOAD


Four stratagems that can be used to transfer resources in MP. Small amounts by default, more with good relations, pacts and if there is a land/MTH connection.

The one receiving the aid will send the stratagem, with the supplier answering on their turn. If you want a specific resource, remember to also tell them what you need in some way, like by sending them a message with the game's message feature.
(Yes, the game has a message feature. You can find it on the strategic map when you click a human-controlled regime. (Or just use Discord or whatever your platform is.))

The stratagem user will get the resources (or the "nah" answer) their next turn. There is a chance of some of the resources (usually 0-3%) getting lost in transfer, though much higher (0-33%) if things like lots of corruption, admin strain or the criminal syndicate are present in both regimes.

Ask for Raw Materials: Metal, Rare Metals or Radioactives
Ask for Essentials: Food, Water or Oil
Ask for Industrial Aid: IP, Machines or Hi-Tech Parts
Ask for Political Aid: Cash, PP or Recruits

"Ask for Political Aid" is "Ask for Help" from vanilla game repurposed - it still has the original effect if used on AI regimes.

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If you're interested in an exhaustive explanation of the overly complicated rules, see this code box:

Code: Select all

BASE VALUES FOR SINGLE TRANSFER:

Political Aid:
Cash: 250
PP: 12
Recruits: 300

Essential Aid:
Food: 200
Water: 400
Oil: 400

Raw Materials:
Metal: 100
Rare Metals: 20
Radioactives: 8

Industrial Aid:
IP: 100
Machines: 5
Hi-Tech Parts: 2



THINGS THAT MODIFY ABOVE VALUES:

Relations: between -50% to +100%
Accomplished Envoys profile feat (Merit-40): +25% per regime that has it

Contact pacts: +20% for levels after Open Contact
Scientific pacts: +10% per level

-- PP and cash values not affected by stuff under this point --

Trade pacts: +60% per level
Military pacts: +10% for Non-Aggression Pact, +80% for subsequent levels

Logistical Automation tech: +50% per regime that has it
Logistical Optimization linear tech: Average of the two regimes

Having a land border, or both bordering a contacted MTH: DOUBLE THE BASE VALUES



* The amount you can deliver is also capped at 80% of your SHQ stocks.
* You can use it to adjust the aid to the amount you want
(by transferring goods temporarily between your SHQ's zone for no logistical cost, with the Transfer button)
* Cash and PP values are more conservative since you can't store them in this way
(and for cash there are already the Gift stratagems you can use)


There is an inefficiency roll based on:
* average of cabinet and governor corruption
* a check if either regime has an era of corruption
* number of zones with over 25k population
* average of zone admin strain over 10% in above zones.
* syndicate level of crime if you have no deal with them

The following things help you in the inefficiency roll:
* having less than 4 zones of over 25k population
* having any of the following Profile Feats (more if both have them):
Capable Supervisors (Merit-50)
Adminstrative Competence (Merit-70)
Efficiency Goals (Enforc-50)
Stick to the Schedule (Enforc-80)

* Square root of these is taken, capped at 33 and then randomised.


* PP has a separate inefficiency formula where it compares the profiles of the regimes.
* It will take all profiles of each regime and subtract them from each other (ignoring if difference is less than 20).
* The inefficiency is capped much higher in PP's case, with even 60% inefficiency being possible.
  (usually a lot less of course - and that's just the high end of a random roll)
* So while regimes with the same dominant profiles can help each other politically very efficiently,
  those with completely opposing ideologies will have a hard time.
* Note that you can see the other regime's profile values in REP -> REGIMES even with very low recon.


* The SHQ (or rather the zone) affected will be selected randomly.
* So if you have more than one SHQ, there's a chance it won't be the one you want.
* I couldn't think of an elegant solution to this. 
* For a hacky solution, you can change the zone to another SHQ temporarily.

* Similarly, the targeted player will receive the resources into a random zone.
(they will be transported into SHQ instantly if there is logistics to do so)
* This cannot be affected by the player sadly.


* Regimes bordering a contacted MTH will double the base values even if the MTH's aren't connected by a contiguous sea. 
* If someone has scripting suggestions of how actual connection could be checked, I'm all ears.


* As said, Ask for Political Aid still has the original effect
(asking for cash or PP from AI Major Regimes)
* but others aren't usable on AI, since I doubt most people using this in MP would want them to be.
Last edited by Magirot on Wed Sep 13, 2023 7:57 pm, edited 1 time in total.
Magirot
Posts: 140
Joined: Thu Dec 09, 2021 9:01 pm

Re: [Various mods] Multiplayer resource transfer, Limited Spies

Post by Magirot »

Edit: I posted my old spymod here at first, before realising that it needs more rework to accommodate to the current version. Probably limiting to something like 12-15 spies instead. I'll leave the dl link here since the post is here (details are in the modlib description), but it's almost the same as disabling spies altogether in its current state.
Last edited by Magirot on Sat Oct 28, 2023 11:40 pm, edited 1 time in total.
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kutaycosar
Posts: 87
Joined: Sun Dec 11, 2022 1:28 am
Location: Turkey

Re: [Mod] Multiplayer resource transfer

Post by kutaycosar »

Thank you, i think something similar like this must be in default game system.
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