To be fair, if we don't like the fact that they sent an expedition, we can declare war by attacking their fleets. Its not ideal as it effects our accessibility and export partners (and therefor profits) but we can do it.So...we have to declare war on someone who effectively declared war on us? If I were a country and I decided to raid a major trading port of another that would be an act of war as well as a violation of the Hague convention:
There should definitely be more impact on the AI factions for a failed expedition: IE thousands of lives wasted and hundreds of thousands of credits destroyed. They either need to ramp up the intensity of the attacks, seek a diplomatic solution, or call it quits entirely. In canon the Sindrian Dictat is basically a player faction that refused to die and so eventually has good relations with (some) people. It should be an achievable endgame goal for the player to get the other factions to stop sending expeditions... without just nuking all of their worlds.
Well the Hague convention exists in real life, not in the sector. Also there are quite a few instances IRL of countries doing things to one another that are definitely acts of war, but don't result in all out war because the offending country doesn't declare it and the victim doesn't want it (because they can't win).
In the sector its supposed to be like the US firing missiles at a country for breaking a rule, but not really declaring war (happened a year or two ago). Or Russia annexing territory belonging to a neighbor by force, but not really declaring war (has happened several times in the last decade). An asymmetric balance of power where the stronger countries are punishing weaker ones and the weaker ones can't declare war because it would be suicidal.
Just fyi, there's no reason to use clunkers once you have a colony. They can all be retired and replaced with pristine ships. Also, once fully developed colonies can take all invaders with no player intervention - you can go do whatever you want.How much does it cost compared to repairing them? Since my fleet is not too powerful, I will take casualties, and any pristine ships I have will be damaged (unless I take the Industry that reduces (D) mods taken by one).
My only quality large ship blueprints are Odyssey, Heron, and Falcon;
Anyone found an administrator yet? I'm managing 5 colonies and the hit on stability is pretty significant.I found an unskilled one hanging around in my colony (after check comm directory), and hired her on the spot. Perfect for backup help after I build another colony later.
That said, I think the main reason why the factions are invading is because their own production sucks. Its very easy to in mid/early game out produce the AI and *** them off.
How much does it cost compared to repairing them? Since my fleet is not too powerful, I will take casualties, and any pristine ships I have will be damaged (unless I take the Industry that reduces (D) mods taken by one).
anything else fun.
Of course the real question is how all of them fare in autoresolve...
I think a good way to address this would be to have a 'demographics' function where you needed to improve the quality of your colonies and not just their size. AKA attracting/training suitable quantities of miners, engineers and intellectuals to fulfill your lofty dreams of empire. This could have feedback where your colonists might have loyalties or beliefs which makes them difficult to manage (aka hiring luddic farmers to boost your agriculture but then they openly revolt when they find out your heavy industry has [redacted])I do not want Ludds of any sort in my colonies, especially if they can impose Luddic Majority (because I presume my player is not a believer).
@ tinsoldier: Orbital station is a big help to lean on when fighting invaders personally. If you want bigger fleets, you want to grow your colony size fast.
I do not want Ludds of any sort in my colonies, especially if they can impose Luddic Majority (because I presume my player is not a believer).Me neither, thats why it would defiantly add something to the game to have demographics impact colonies. EG:
However, I should plop a temporary colony down on the planets with ruins for more blueprint mining, if nothing else.
Did I see this right, you can get blueprints by colonizing planets with ruins? I thought ruins give blueprints only once after the survey.
Honestly I think a single, good, planet is enough to 'beat' the game in terms of money - so you could either use an alpha core or just an admin with 2 skills (because ground defense skill is not needed).
That said, it is fun building a super space empire! :D
My colony just grew to size 6, and now my income has dropped (from about 190k+ to about 150k), probably either because my Volatiles demand increased (more imports) or the miners are not getting enough drugs! My colony now has a global shortage of drugs. No one else in the sector can keep up with demand (they top at 3 or 4). Income will likely drop further once I upgrade battlestation to star fortress.
So far, I only see two ways to solve the drug shortage, install beta core (which will not work anymore if my colony grows to size 7) or turn on Free Port. I noticed if I enable Free Port, my income will more than double. (I do not want to rely on it because I want to have maximum colonies later.)
BUG: Also found a bug where if I enable Free Port then disable it immediately without changing the screen, my production remains at 5 because there is a "+1 null".
I try to keep a squeaky-clean colony, especially if I want to build extra colony elsewhere later. However, more than double income is tempting.
Heavy Batteries don't add extra stability over ground defense. High Command doesn't have stated bonuses, but does look like it spawns more fleets to chase pirates and protect the wormhole route.
Not using colony skills is, uh, interesting. It's definitely challenging and you have to watch that demand is fulfilled. Getting to the stage where it's a safe passive source of credits is a lot harder and feels more balanced.
In my first game, it was get colony skills or die, as I had neither skilled admins or cores to use by the time colony would lose money and sink.
It is not so much factions attacking me (they do that already), but I do not want gotcha stuff like unwanted market conditions, if they can be acquired. (I do not want stuff like Luddic Majority or Organized Crime.)
I have three adminstrators now, but they are not as good as my character, but at least they can be useful for footholds elsewhere. After a smash another pirate base, I probably will plop two or three colonies down, provided I do not get another annoying invasion or Pather base alert.
Now that my fleet and station is strong enough for endgame (but not strong enough to raid major factions for blueprints), most annoying thing in the game now are Pather cells. I wish that Pather cell condition would go away. All I can seem to do is make it sleep after a break a Pather base if I can find the stupid bugs.
So far, increasing colony max is more useful for the management/stability bonus so that colony can have Free Port and still have 10 stability for massive profit (from illegals), and only the player with max colony skills (or alpha core) can do that.
So far, increasing colony max is more useful for the management/stability bonus so that colony can have Free Port and still have 10 stability for massive profit (from illegals), and only the player with max colony skills (or alpha core) can do that.
Nope, you just need to do pather/pirate gardening. No skills can maintain 10 stability with freeport.Spoiler(https://i.imgur.com/qAlfFvM.png)[close]
I agree.
Its too easy to grab markets shares with decent planet.
And as I notice most of the planets in core lose money - they don't have administrators and barely any sufficiency.
It would be cool to setup some small hideout or mini-bases instead of full colony but its just me.
Heck even some limited mining operations would be nice.
Full colony should be a really big stuff.
Currently I wonder why none of the factions send colonization fleets - its just that easy.