I figured this has got to be exploding at some point due to there being a need of finishing up transferring all the old NPC faction stuff to these current NPC Factions. There's a lot of things still needing to be moved from the old trading guild and pirates factions to the xml files of the current ones.
Outside Territory Construction
Basically NPC factions like player factions are already need to be able to build station outside their territories for various purposes like shopping, warpgates, maybe outposts, or hidden shipyards. So the new Trading Guild can fully take over what the Old Trading Guild already does. Other NPC Factions can also make use of this but it might not be on by default for them. For building Stations outside their territories the systems these stations are spawned in won't get nuked and even if the faction trying to claim the area wants to take that spot they'll have to send in fleets moving tons of resources to both destroy any non player existing stations but also build their own stations there as well. Keep in mind player stations are only hit if they are enemies, in the way, or that NPC faction is invading a territory controlled by a player. The same thing happens if NPC Factions try to take over areas where other NPC Factions have built station but not taken over yet.
Building outside their territories would allow for them to setup shops in areas players and NPC factions are in attempts to get them to buy from them for credits and blocks. Also it lets NPC Factions setup Warpgate strings and networks without having to claim the area first. Also they are able to mine systems but as is the case with players at reduced bonuses.
Banking
This is another one that has to be figured out because someone has to have the printing presses for credits in the universe, could be the players, could be the NPC Factions, but someone has got to make them and get them out to those that need fresh currency.
Possible blocks that could be made to help this:
Currency Printing Press: Like a factory but it make money by breaking down anything tossed into it. Any blocks or resources put in will spit out X amount of money. The Press itself will cost a ridiculous amount of each type of resource to make to prevent too many players or NPC Factions having them.
ATM: You all know what this is? Basically it lets you get money from whatever faction's bank it is connected to over long distance. However money moves like any other cargo so it'll turn up by ship. Nowhere near as pricey as the Currency Printing Press and you'll start off with one and a player item for remote access to it.
Bank: Possible new tab to the shop itself rather than a block, this keeps track of any player's account(s) and how much money is in those accounts. Outside that it functions like you'd expect a bank too.
Scouting
NPC Factions will use scouts to find other factions' members in and near their territories but also when looking for places to build inside and outside their territories. NPC Factions are affected by the Fog of War so they'll need to send scout ships to map the area before they can do anything be it building a station somewhere or sending out attack fleets. Scouts are a sure sign a particular NPC Faction or even a player faction for that matter is hunting for something in an area and scout ships will use their scanners to find anything in a system as able.
Engineering Crews
These NPCs are transported by ship to a destination to repair a ship or station but also build new stations. Generally if you want to stop an NPC Faction from being able to build new stations killing their Engineering Crews is a fast way to do it and make them far madder than normal because of how valuable they can be. Players can make use of Engineering Crews as well for remote building stations providing the area has been scouted ahead of time, they have the resources, and they have the NPC Crew members for it. To build this way requires a maintenance fee for maintaining a station though since the crew in the player's case will try to make sure said stations they were ordered to build aren't blasted into oblivion permanently at least.
There's a few others but this will do for now. Anyone else have ideas?
Outside Territory Construction
Basically NPC factions like player factions are already need to be able to build station outside their territories for various purposes like shopping, warpgates, maybe outposts, or hidden shipyards. So the new Trading Guild can fully take over what the Old Trading Guild already does. Other NPC Factions can also make use of this but it might not be on by default for them. For building Stations outside their territories the systems these stations are spawned in won't get nuked and even if the faction trying to claim the area wants to take that spot they'll have to send in fleets moving tons of resources to both destroy any non player existing stations but also build their own stations there as well. Keep in mind player stations are only hit if they are enemies, in the way, or that NPC faction is invading a territory controlled by a player. The same thing happens if NPC Factions try to take over areas where other NPC Factions have built station but not taken over yet.
Building outside their territories would allow for them to setup shops in areas players and NPC factions are in attempts to get them to buy from them for credits and blocks. Also it lets NPC Factions setup Warpgate strings and networks without having to claim the area first. Also they are able to mine systems but as is the case with players at reduced bonuses.
Banking
This is another one that has to be figured out because someone has to have the printing presses for credits in the universe, could be the players, could be the NPC Factions, but someone has got to make them and get them out to those that need fresh currency.
Possible blocks that could be made to help this:
Currency Printing Press: Like a factory but it make money by breaking down anything tossed into it. Any blocks or resources put in will spit out X amount of money. The Press itself will cost a ridiculous amount of each type of resource to make to prevent too many players or NPC Factions having them.
ATM: You all know what this is? Basically it lets you get money from whatever faction's bank it is connected to over long distance. However money moves like any other cargo so it'll turn up by ship. Nowhere near as pricey as the Currency Printing Press and you'll start off with one and a player item for remote access to it.
Bank: Possible new tab to the shop itself rather than a block, this keeps track of any player's account(s) and how much money is in those accounts. Outside that it functions like you'd expect a bank too.
Scouting
NPC Factions will use scouts to find other factions' members in and near their territories but also when looking for places to build inside and outside their territories. NPC Factions are affected by the Fog of War so they'll need to send scout ships to map the area before they can do anything be it building a station somewhere or sending out attack fleets. Scouts are a sure sign a particular NPC Faction or even a player faction for that matter is hunting for something in an area and scout ships will use their scanners to find anything in a system as able.
Engineering Crews
These NPCs are transported by ship to a destination to repair a ship or station but also build new stations. Generally if you want to stop an NPC Faction from being able to build new stations killing their Engineering Crews is a fast way to do it and make them far madder than normal because of how valuable they can be. Players can make use of Engineering Crews as well for remote building stations providing the area has been scouted ahead of time, they have the resources, and they have the NPC Crew members for it. To build this way requires a maintenance fee for maintaining a station though since the crew in the player's case will try to make sure said stations they were ordered to build aren't blasted into oblivion permanently at least.
There's a few others but this will do for now. Anyone else have ideas?