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Sector Faction Logic Menu

Enable or disable faction logic on a per-sector basis. Faction logic is the umbrella term for a sector’s expedition target eligibility, station-creation eligibility, patrol paths, and dynamic-war participation from that sector’s owner.

Sector Faction Logic Menu — long list of sectors with Enabled/Disabled toggles + tooltip

ColumnMeaning
SectorEvery known sector (both vanilla and DLC/mod). Long list — scroll through it.
Enabled / DisabledCurrent state per sector. Click to toggle.

Allows the player to change whether faction logic in Clusters and their child Sectors is enabled. This menu will force the cluster and child sectors to be on the same setting if changed to avoid problems with AI. This may cause issues with certain storyline missions.

Toggling any single sector propagates the change to the entire cluster (parent + all children). This prevents AI from getting confused about a cluster where some children are faction-active and some aren’t. Practical consequence: if you disable “Argon Prime”, “Argon Prime System” and all other Argon Prime cluster children flip together.

The tooltip warns that disabling sectors may break story arcs. Examples of at-risk missions:

  • Any faction plot arc that expects the plot faction’s ships to reach a specific sector.
  • Terraforming arcs — some depend on faction economic activity in a target cluster.
  • Timelines / Boron / Pirates / Terran arcs — most reference vanilla clusters.

Best practice: don’t disable clusters that host currently-active plots. Disabling remote / already-completed plot clusters is safer.

  • Role-play: create “quiet zones” where AI factions don’t posture.
  • Performance: some players find disabling far-flung DLC clusters helps ticks.
  • Testing: isolate a mod’s behavior to a specific region.
  • Playing through Egosoft plot arcs — leave everything default until the arc completes.
  • If you’re not sure whether a sector is plot-relevant, err on the side of leaving it enabled.