Improvement: Updated Faction Starting Location Logic for Mercenary and Pirate Campaigns #7301
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Earlier in the 50.07 dev cycle I introduced some logic to allow pirate campaigns to start on any playable faction's capital. The intent was for this to introduce a degree of randomness to a play start. However, I really wasn't happy with the code and it didn't really work as I intended.
So I went ahead and updated the logic, improved it for robustness and extended the random start logic to mercenary campaigns.
The logic is thus:
Combined with the new faction standing system, this should help give individual campaigns more character. Especially mercenary campaigns, as it means campaigns will now start embedded in nations other than the Lyran Commonwealth.