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HOWEVER, if there's enough demand to simply have the small tweaks to NAPs and One-Way Guarantees, I may consider maintaining it. Regardless, federation focus policies will be removed after 2.6 due to redundancy.
UPDATE:
-The planetary feature holding the modifiers is now removed because it's obsolete.
-Every Non-Aggression Pact now give +1 unity and +2.5% unity. Association Status is counted as a NAP.
-Every One-Way Guarantees chnged to give +2 alloys and -2.5% ship upkeep. This one may be subject to change depending on how good it is in practice.
Notes:
-Wait 2 monthly ticks for the new resource gains.
-All neighboring empires give double the value. So a NAP with a neighbor gives +2 unity and +5% unity.
-The max value you can gain from diplomatic restrictions is 10 times the value. So the max you can get from One-Way Guarantees is +30 alloys and -25% ship upkeep.
-Version numbering is now 2.5.*. Still compatible with 2.3.3 and later.
-Added more federation policies based on what federation focus policy you use. For example, if you pick the Unification and Stability focus, you'll get federation policies involving ideals, media, and political affairs.
Currently thinking about implement a system similar to the announced diplomacy patch where you can level up your federation. Unsure about specifics though and I'm about to sleep as well as of this post. Also, if you think certain federation policies are imbalanced, please tell me which ones you guys think are OP and which ones suck.
@ajacksonian: I'm not sure if flat unity is worth giving up influence early on. And flat values for most things (unity included, influence excluded) generally get worse over time.
I have pressed the panic button so the mod is back to its 2.3.* version, which should work in 2.4.*. But there's no changes anyway so it doesn't matter.
Also adding a Federation Focus policy for the Federation president to mess with. ;)
EDIT: two important corrections so re-read @Rino and also want to reply to people.
@Sir Mayday: Basically my stance on NAPs and guarantees in a gameplay perspective.
@Hexagoros: Yes, you're right. But I'd rather actually gain something worth the cost. Hence the mod.
@Sir Mayday "I fully agree on guaranteeing independence being the sort of thing that should generate influence." In the real world, the US guarantees the independence of Taiwan from China, and South Korean from North Korea (and China). The US has had ceaseless political and diplomatic headaches over both of these guarantees (influence cost) - and yet chooses to incur that cost for strategic benefit. Warding off potential aggressors is 'not' an easy thing to do - and comes with its own set of headaches.
I fully agree on guaranteeing independence being the sort of thing that should generate influence.