DA Dynamic War
Periodic AI-to-AI relation shifts drive galaxy politics on their own. Six event types (Close Ally / Large Increase / Small Increase / Small Decrease / Large Decrease / Nemesis) plus a No-Change roll, weighted per-interval, produce natural political evolution.
In-game view
Section titled “In-game view”
Layout:
- Top section (
DA Dynamic War Options) — 20 configurable fields covering master toggles, event weights, modifiers, and fatigue behavior. - Bottom section (
DA Dynamic War Menus) — 6 sub-menus for direct player intervention and observation.
Mechanic
Section titled “Mechanic”Every Dynamic War Interval minutes DA picks up to Maximum Factions to Check factions and runs an event roll. The roll picks one outcome from the weighted pool (Close Ally / Large Increase / Small Increase / Small Decrease / Large Decrease / Nemesis / No Change). The chosen event’s magnitude gets scaled by three modifiers (Primary Race, Current Relations, Common Relations) and applied. The fatigue system then cools that faction down so it can’t be picked again for DW Minimum Time before Fatigue ending minutes.
Optional layers:
- DW Favors — factions accumulate “debts” from prior positive events; alliances can be “called in” later.
- Flavor Text — small thematic messages accompany minor shifts.
- AI Relations Cap — hard cap so runaway war/peace can’t push relations past sane bounds.
Settings
Section titled “Settings”Master toggles
Section titled “Master toggles”| Setting | Default | Effect |
|---|---|---|
| Enable Dynamic War | Enabled | Master toggle for the whole system. |
| Enable DW Favors | Enabled | Factions can call in debts from past positive events. |
| Enable AI Relations Cap | Enabled | Hard-cap runaway relation drift at sane bounds. |
| Dynamic War Interval | 30 min | How often the war engine evaluates. Lower = more frequent shifts. |
Event weights
Section titled “Event weights”Each interval fire picks one outcome from this weighted pool. Higher weight = more likely. Total weight = sum of all seven values; each weight’s share of the total is its probability.
| Weight | Default | Event |
|---|---|---|
| Close Ally Weight | 1 | Rare — a strong positive bond forms/persists. |
| Large Increase Weight | 16 | Notable positive shift (alliance nudge, cooperation event). |
| Small Increase Weight | 32 | Frequent — small positive nudge. |
| Small Decrease Weight | 32 | Frequent — small negative nudge. |
| Large Decrease Weight | 16 | Notable negative shift (declaration of hostility). |
| Nemesis Weight | 1 | Rare — a lasting rivalry / instant enemy status. |
| No Change Weight | 0 | Nothing happens this roll. 0 = always fire an event; raise to make interval-rolls sometimes idle. |
Default distribution is symmetric around neutral: same total up/down pull, with rare “extreme” events (Close Ally, Nemesis) framing the middle.
Event modifiers
Section titled “Event modifiers”Modifiers scale the event magnitude after it’s chosen.
| Modifier | Default | Effect |
|---|---|---|
| Primary Race Modifier | 25 % | Same-race factions (e.g. two Argon successor states) get their event scaled by this factor. Higher = shared-race factions drift together more strongly. |
| Current Relations Modifier | 25 % | Momentum term — events magnified in the direction of the current relation trajectory. |
| Common Relations Modifier | 25 % | Shared-friend / shared-enemy influence — factions with common allies/enemies pulled together, factions with shared enemies pulled together. |
Flavor + evaluation
Section titled “Flavor + evaluation”| Setting | Default | Effect |
|---|---|---|
| Enable DW Flavor Text | Enabled | Small thematic messages accompany minor shifts. |
| Maximum Factions to Check | 4 | Max number of factions considered per interval fire. Higher = larger politics ripples per tick. |
| Enable DW Stat Tracking | Enabled | Track war-event statistics for the War History report. |
Fatigue
Section titled “Fatigue”Cool-down system so a faction can’t participate in back-to-back events.
| Setting | Default | Effect |
|---|---|---|
| Enable DW Fatigue | Enabled | Enable the cool-down system. Off = faster / more chaotic politics. |
| DW Minimum Time before Fatigue ending | 120 min | Fatigue cool-down duration. Higher = slower faction rotation through the event picker. |
| Setting | Default | Effect |
|---|---|---|
| Enable DW Debug | Disabled | Verbose [WAR] log lines. |
DA Dynamic War Menus
Section titled “DA Dynamic War Menus”Six sub-menus provide direct player intervention and observation:
- Increase Relations — spend Diplomatic Favors to buy +5 relation with a target faction.
- Decrease Relations — same, in reverse.
- Unlock Relations — toggle per-faction lock (locked factions don’t participate in DW at all).
- DW Ignored Factions — toggle per-faction “ignored” state (soft skip within DW picks).
- Sector Faction Logic Menu — toggle faction logic per-sector.
- War History — read-only statistics per faction pair (fatigue, score, ship-kill breakdown).
Gameplay effect at recommended defaults
Section titled “Gameplay effect at recommended defaults”1-2 minor events per game hour, and a major shift (Large Increase / Large Decrease) every 8-15 hours. Close Ally / Nemesis events are rare (once per ~50 hours combined). Feels organic. In a 100+ hour save you can watch the political map fully redraw itself.
Turn off if
Section titled “Turn off if”You want vanilla static faction relations. Some players prefer canonical Argon-Antigone / Split-Paranid tension without evolution. Set Enable Dynamic War to Disabled — everything else stays configurable in case you want to toggle back later.