Unlock Relations
Per-faction hard lock. Locked factions are entirely excluded from:
- Dynamic War auto-event picks
- Increase Relations purchases
- Decrease Relations purchases
The relation with a locked faction is frozen at whatever value it had when the lock was applied.
In-game view
Section titled “In-game view”
Layout
Section titled “Layout”Single table:
| Column | Meaning |
|---|---|
| Faction | Every enumerated faction (vanilla + modded that DA discovers). |
| Locked / Unlocked | Current lock state. Click to toggle. |
Default locks
Section titled “Default locks”By default (fresh save with recommended preset) these are Locked at gamestart:
- Duke’s Buccaneers — plot-critical faction, changing relation would break story arcs.
- Kha’ak — always-hostile alien faction, no diplomacy expected.
- Scale Plate Pact — narrative-locked pirate faction.
- Xenon — always-hostile machine faction.
Everything else is Unlocked and free to fluctuate.
When to lock a faction
Section titled “When to lock a faction”- You want to freeze relations after reaching a specific state (e.g. Val Selton at exactly +30 forever).
- A DA-mod-installed faction is triggering broken behavior — lock and let vanilla handle it.
- Role-play — you want a specific rival to stay a rival regardless of what the war engine rolls.
When to unlock
Section titled “When to unlock”- You disagree with a default plot lock (Duke’s Buccaneers usually kept locked, but a save-scummer might want to fight them).
- You installed a compat mod that expects a normally-locked faction to be diplomatically active.