1
General Discussion / Re: Do extra pirate bases spawn in 0.95.1a?
« on: February 04, 2022, 01:49:32 PM »
I'm guessing the idea is to let the pirate cap hit max and get them to leave you alone?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Anything that's "outer reaches" isn't worth it. If it's a research station I'll give serious consideration but usually will still pass. I don't really use the neutrino detector due to the high cost of keeping volatiles on hand to run it. They deplete FAST. If you've got cargo space and money to burn then go for it; I'm just not dedicated enough to exploring to feel like doing it.
...Or just avoid any mission that states "outer reaches" in description. They are not common.beware the fake starfarer
Find a star with Domain-era Cryosleeper (+25% groth rate). you also have to defend a guardian ship theremore like a 100%, throw an alpha and you get double value. Practically the only way to get a size 9-10 colony.
It's your DP sum vs theirs, not just number of ships.
Yep, as long as you can keep accessibility at or above 100% your colonies in other system will be able to provide their full import capacity. The distance does matter a bit but you have a lot of ways to boost accessibility. Megaport 30%, Admin Skill 30%, Waystation 10%, Core boost 20%, increased colony size.0 food and +1 organic is not bad. Sure it's not +2 and +2, but it's enough to sustain you and all other colonies.
Now the volatile, rare ore and ores is needed at +1 for best results. max 2,3,3 respectively. When you supply your own imports it reduces the upkeep of all buildings.
While low hazard is nice, it's the least important unless you just need a planet strictly for defense, heavy industry, light and fuel. These don't require resources on a planet to build.
It works well enough to be a starting system. If nothing else just get the farm world started, it's easy money and pulls little attention. This way you get to become more familiar with Colony setup and have some income while searching for the "awesome" system. Which should be fairly easy now since all you would need is +1 Ore, Rare Ore and Volatile. These are often found together so even better. You're at a great start.
Final note: Does it have a stable point? Not the end of the world but would be a lot nicer if it has at least 1 or maybe a Comm Station but those are so rare I don't even consider them when looking for a location.
Thanks for the quick answer, DDwarrirofire! That helps me a lot already.
If I would use the close terran world as an industrial world, could I supply it with ressources from other worlds in other systems? Does it matter how much the supplier-colonies are away from the industry planet?
Ok so I've poked around the internet a bit and can't quite find the answer to my questions and now have some more....
1. What is the advantage of the alpha ai as GOVERNOR? I can't seem to find anything that specifically addresses the bonuses of this.
2. Do they randomly rebel? I've read a few things that appear as if they rebel randomly for no reason, but others that say only if you try to fire them.
3. Do they extend you planetary govern slots past the max human so for example, you have 12 colonies, max human admins (I'm under the impression you can only have 3 or
4) can you still place ai cores on the excess to remove negative penalties for overgoverning?
Just having a hard some for some reason finding this info on using ai as governor I just cant find it. I know the bonuses for using them on infrastructure. Thanks for any replies!