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Messages - Xan

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Ever since I destroyed the first base supplying the cells on my colonies in duzhak it's been quiet, for almost a whole cycle now. Cells are still listed on the planet overviews, but they are dormant (-0 stability)

I don't know if there is a limit to how many pather bases spawn (I know of two others I havent gotten around to destroying yet, theyre on opposite sides of the sector), or if the fleets in system dispatch the suppliers regularly now. Having multiple military installations in a system really floods it with fleets. The space around the jump in point to duzhak and around my main planet is frequently littered with abnormally many scrap sites.

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Suggestions / Re: Logarithmic Reputation Scaling Overhaul
« on: December 13, 2018, 04:36:35 AM »
I like what you're trying to do because there are problems with rep, but it's just too complicated as described. Don't think we need another confusing exponential/logarithmic thing  players need to grapple with (majority of whom probably not too familiar with logarithms).

I wouldn't go that far, aren't most XP/leveling systems in games logarithmic?

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General Discussion / Re: Bounty spike?
« on: December 13, 2018, 03:08:21 AM »
I must say I haven't made the experience of early ame bounties ever fully disappearing, I still see 50k ish bounties every now and again that are mostly frigates in cycle 210-211. Sure, the average bounty has gone up (it does the same for procurement missions), no doubt about that, but I haven't noticed smaller ones just straight up not showing up.

That said, making a variety available at all times sounds good.

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General Discussion / Re: where do all these people come from?
« on: December 13, 2018, 02:32:07 AM »
I'm sure its not impossible to write it so increased growth at one place means less growth distributed over nearby inhabited planets (I'm sure you could even add lines about the appeal of a planet, since im sure living on jengala is a lot more comfy than living on a barren rock)

But... why? This game isnt trying to be an ultra in-depth space civilizations game, so simualting this stuff seems a little overkill. Adding stuff like this has pretty little actual use for how many issues it can potentially cause.
Example, players investing a lot of money into growth incentives, which causes other planets to lose population, destabilizing the economy, or worse. A minor detail like this seems hardly worth it, imho.

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To be fair, pathers are essentially no threat in my experience, at least not to the same extent as major fleets.

I don't know if the severity of faction interference scales with level or something, but (against my own advice) I made heavy industry pretty early on my latest (blind) playthrough, and I dont recall interference really starting for a while. I was still happily hauling goods and fullfilling trading requests, building up my colony bit by bit for a while before my first invasions. And at that point I more or less was in a position to kind of ignore them most of the time.
I made light industry last, as I had no organics (at the time I thought that would be an issue, supply wise), and I wasnt aware of the beauty that is free port and drug production, so maybe that had something to do with it.

Long story short, if you want effortless as possible colony construction, frontloading works totally fine (costs you a fair chuk of money though, as megas mentioned, definitely more than 500k), but you likely wanna build up multiple patrol HQ's in system to populate the system with friendlies before the invasions start. Also the 90 or so days until everything is online you lose a good chunk of money per month, as youre only paying upkeep but not yet gaining any money.

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Okay, some belated thoughts on this part as im reading through it.

2.  Build your bank account to 500 million credits minimum.  You need money to pay for the defensive buildings AND the cost to avert the first few attacks and "inspections".

[...]

4.  Search and find a nice colony (like you did).  Consider first colony your primary colony:  pick a great one:  perhaps 100% hazard or lower, nice ruins plus any extras.

You want maximum population incentive, max defensive buildings, tech mining, farm, spaceport+, waystation.  Gonna be a ton of up-front spending.  On farming:  i'm no economic expert but I think that every colony should be able to feed itself :)

5.  When time to colonize:  Prepare to ship 1000 colonists AND still be able to field a minimum crew on all ships (perhaps a transport).  Be aware the crew costs money so lugging around +1000 crew isn't sustainable.

2. 500 million? You mean 500 thousand? Honestly that's already kinda overdoing it a little unless you wanna completely frontload construction, which isnt going to necessarily going to do you any good until you can reliably establish your colony to have a solid stability and market value, and the means to defend them.

I started just having a mining/refining world that made money, while I went and got more money. Immediately throwing yourself into the construction race before you even have a fleet presence in a system just means you constantly get harassed by major fleets that blow up your station and lower your stability, getting you in the red.
(in my experience heavy idustry has been the reason for disruption fleets 90% of the time)

I'd argue you'd wanna colonise multiple planets per system and build patrol HQ's to generally have friendly npc's keeping invasions busy before going full ham into making one planet a powerhouse.

4. Don't worry about searching for the perfect 100% hazard colony, as long as it has something positive, a 150% barren world will do just fine, especially if its close to the core like duzahk. The most important things to colonies are single handedly stability and acessibility, the increase in upkeep becomes irrelevant very fast once it gets rolling.

5. This is pretty good advice, in terms of a good fleet size to have when you start colonizing.

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General Discussion / Re: Ship costs and bounties
« on: December 08, 2018, 09:02:31 AM »

Made a quick demo:
- new game with normal start/skip tutorial
- sell starting ship, buy a buffalo
- stock up on the first commodity that seems nice in the starting system
- sell it at the closest opportunity

Sold 280 domestic goods:
- 7500 profit with tariffs
- ~3 days
- 5 fuel used
- less than 1 supply used

Why are you using smuggling as an examaple of trade making profit?
I'm talking regular trade. LEGAL.

He literally did, he even explicitly said "with tarrifs"
Did you quote the wrong post?

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General Discussion / Re: Ship costs and bounties
« on: December 07, 2018, 08:45:46 AM »
Dunno how prices are calculated but the things that tend to give less profit/cargo space(ores, food, organics that I'm sure about) can have very high margins.
Ores specifically can have a 10x multiplier between buying/selling price. Those runs definitely need big freighters, but if you keep cost down are also nice.
Might be just a result of shortages being more severe for these(probably not as 3-4 missing drugs are also common).
ng "honest" trade too good(and still only possible on shortages).

Youre right, I was more trying to get across that you have to move prohibitively large volumes to get the same kind of profit you do from the more risky goods. :)

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General Discussion / Re: Ship costs and bounties
« on: December 07, 2018, 12:42:40 AM »
In other words, regular trade isn't profitable.
No, it's NOT friggin profitable when even during a shortage what I earn cannot even cover the fuel/supply cost
No, I am not. Only bar mission give a decent profit.
Buying low and selling high is very unprofitable as it is, due to *** tariffs and a operational costs. And bulk selling doesn't work since you cannot even FILL your freighter fleet on the markets.

The entire trade/economy aspect of the game right now is HORRIBLE.

If you legitimately burn enough fuel and supplies to nullify your trading income you either have a large combat focused fleet and none of the reduction skills, or just an absurdly large fleet.

If you do not use the black market, that is your own mistake.


During my latest midgame when I was more or less farming intel resource requests and freight missions to fund my colony, I frequently did "regular" trading on the return trips and made at the very least enough money to pay for my upkeep, the key is to actually using the black market and preferring high value goods. If you're trying to cover expenses with low margin goods like food or organics then of course you aren't going to make profits easily unless you already have an atlas or something.

Example: with just 2000 cargo space you can easily make profits upwards of 300cr per unit of rec drugs, organs or heavy weapons if you exploit shortages, and about 100-150 without an explicit shortage. So using about 1700 of my cargo space of my mostly combat ready fleet (only freighters were three mules and a hound I forgot I still had at that point, rest was combat ships) I still made anywhere from 170k and 600k profit, the latter admitedly only during lare shortages of these goods (upward of 1000 units at higher prices).
If you go black market and don't overdo it, you dont even lose any real amount of standing for it. After doing this whole thing for multiple cycles on and off as my main source of income I have no less than -10 on any major power, since the resouce requests give you standing back, countering out the occasional losses from black market trades.

Again, this was all without an optimised trading fleet and just a few combat freighters amongst my almost 20 combat ships, including eagles, herons and later even a dominator.
The magic is in the upkeep reducing skills (industry and fleet trees) and keeping your speed to 9 for as long as possible (Navigation 3).



And as correctly stated by other users, once you get past cycle 210 or so more and more shortages appear, making profits even easier.

Sure, bar missions and open requests from the intel tab are definitely more profitable, but that is not to say its not profitable to still do regular trading, depending on shortages it can even come pretty close.

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I always put ship size to maximum if I have a capital blueprint. I'm not quite sure what the algorithm is in terms of distributing strength, but it seems like this produces more powerful fleets. Also, its much more satisfying to fight alongside allies when they deploy fewer, bigger ships: much less cluttered battlespace.

In terms of officer vs numbers, I usually go 50/50 but I don't know if thats best or not. It seems to work ok?
When I tried that I saw fleets with two onslaughts, which seems a bit overkill.

Especially considering I'd bring another one.

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General Discussion / Re: All Planets Have 100% Hazard Rating
« on: December 05, 2018, 10:10:52 PM »
I've seen a 75% on a stream once, "habitable" and no negatives.

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General Discussion / Re: Colony tips and tricks
« on: December 05, 2018, 09:47:12 AM »
Call me an optimist but I think you guys seriously underestimating the average new player. It really doesnt take a genius to read tooltips and do basic math to figure out that more upkeep = less profit. I mean hell, most of the math is spelled out for you, and unless you settle on a 200% hazard planet (which sounds like a bad idea in general, just by hovering over the pretty little pictures in the top right) even when brainlessly building everything you will likely still turn a profit if you also find the free port button.

13
General Discussion / Re: Economy and population system problems
« on: December 05, 2018, 09:24:51 AM »
Considering that any colony the player makes would have been around for much less time than the existing planets, it would have to be a dominant force to gain so much population so fast.

Also the anser to your question is likely "maybe", since in the same vein, as long as a colony can maintain at least 1% growth, it can become a size 8-10 colony.

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General Discussion / Re: Ship costs and bounties
« on: December 05, 2018, 06:40:51 AM »
You can usually find great opportunities that will net you money comparable to bounties even with tariffs. Definitely slower than killing but possible.
Not a fan of tariffs myself but they do make smuggling/sensors a thing here, worth bothering with since the rep penalty was removed.

If you have any free-port colony with light industry you'll start stockpiling drugs, domestic- and luxury goods, which you can take from the stockpile at default prices and ship over to most pirate bases and sell them for a solid profit. No rep loss, and often enough better prices than you'd get from buying the stuff from other black markets.

I'm pretty sure at this point half my current fleet is sponsored by my Pirate-catering-service racket.

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General Discussion / Re: Ship costs and bounties
« on: December 05, 2018, 05:16:34 AM »

There's shouldn't be free ships AT ALL. It's a space ship, a complex piece of technology. A big investment. Especially in a setting of decline and technologcal stagnation.

Also, the Wolf, an advanced combat frigate should be cheap enough to buy with a single bounty?

This sounds more like you take issue with the ubiquity of Wolves, which I somewhat can agree with. One could argue that being able to buy pristine high tech ships in general should be much more rare than it is currently, lore-wise.
Being able to only buy D modded wolves and having to spend the extra to restore them should be a focus, and seems to be becoming one judging by the latest blogs.


In other words, regular trade isn't profitable.
No, it's NOT friggin profitable when even during a shortage what I earn cannot even cover the fuel/supply cost

I don't know, smuggling (which I would still classify as trading) can be prett profitable even without freight missions, i.e. when you supply pirate bases with high return (contraband) commodities like rec drugs, organs or heavy weapons. At times I've seen upwards of 300cr profit per unit for the amount of explicily stated shortages.

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