Avorion

Avorion

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[2.5.2+] Xavorion: Sectors
   
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1.192 MB
Jun 21, 2023 @ 6:34pm
Jul 1, 2024 @ 5:55am
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[2.5.2+] Xavorion: Sectors

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 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Avorion sector templates have been replaced by procedurally generated sectors.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://steamcommunity.com/sharedfiles/filedetails/discussions/2923179923
59 Comments
LM13  [author] May 19 @ 2:54am 
@CloudSenpai

Solar Power plants are not available in "dusty" sectors (nebulas).
Toxic Waste Power Plants are used there instead.
CloudSenpai May 11 @ 6:12pm 
Did this mod remove Solar Power plants from being Created?!
LM13  [author] Apr 22 @ 8:43am 
@Kazador

It should get more interesting with 3.0 release not-sure-when this year.
Asteroids won't respawn - and while it may sound like a bad thing, there's really no way of running out of resources.

In short, deep space contains extreme amount of resources - those can be mined quickly manually or by mining loops,
but captain missions still provide infinite resources the "vanilla way", in case you run out locally and don't want to move anywhere else.
Kazador Apr 22 @ 8:06am 
@LM13 Thank you for this very comprehensive mod that really makes the game interesting. I haven't found any information on the reappearance of asteroids. Is there any? Are there any settings available?
LM13  [author] Feb 6 @ 3:41am 
@Deo-te-Hero

This is correct for bought maps and scouting missions.

Some stations only generate when jumping into a sector,
and their exact type is unknown unless that happens.
Deo-te-Hero Feb 6 @ 1:42am 
most stations in sectors that i find from either scouting missions or faction maps are marked with question marks, is this normal?
LM13  [author] Jan 7 @ 6:07am 
@shephjr15

Any station that sells carrier fighters might have them. It may be that those are rare in your location, so try to make your own at fighter factories instead.

In geneal, some stuff can be rare in some regions.
shephjr15 Jan 7 @ 5:58am 
I'm not sure if it's been asked before, but where can I buy fighters? Specifically mining fighters. I've seen combat fighters at military stations, but mining fighters don't seem to be part of their lineup, and also aren't in the resource depots? I've been to sectors of all economies, and can't find them at all.
LM13  [author] Nov 1, 2024 @ 10:13am 
@스타더스트

- Shipyards for Hangar Bay
- Repair Docks for Core Module: Carrier
- Both for Transport Module (fighter loot collection)
스타더스트 Nov 1, 2024 @ 9:07am 
Where can i find subsystem for fighter?