Edit: This thread is moving fast.
The colony master type player ...
Personally, I don't see why colony skills are considered tier 5 worthy in the first place. Doubly so for the ones in the fleet tree. How is +25% colony fleet size and +30% access on a colony you potentially don't even have better than an extra skill buffing all your ships with officers?
Just wanted to comment on this real quick: they're there because they're out of the way. The "real" top-tier skills are in L4 and I4. I don't think "colony master" is really a thing; there's only 4 skills total that have to do with colonies. And as you say, colonies are profitable without skills. You can pick a few skills there if you want them, but you're not obligated to in order to get the good skills in I/L (unless you're planning to wrap).
Huh, I hadn't considered that angle. Now that you say it that way, I can see how that design decision to put them at tier 5 came to be. From my personal player perspective though, that is very non-intuitive and probably why I had not considered it before.
To me, the UI and mechanics seem to be telling me the further right you go, the more powerful or impact they have on a play style they are. This seems to be true for tiers 1-4, and tiers 5 in the combat and technology trees. Like, if I had come into the game without any Starsector experience, but experience in other games with skill tree like things, I would naturally assume the skills at the end of the tree are the most bang for your skill point, and that colonies in some way need these skills to be really, really good. I'm hard pressed to think of another game where skills are put at the end of the tree in order to be out of the way, as opposed to something to look forward to more than earlier skills.
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing. Incidentally - I'm now remembering - this is also why it felt reasonably alright to have Field Repairs and Derelict Contingent be contradictory, since the difference between I8 and I10 is basically just a "boring" colony skill.
Just to throw out more data points for you, I've had 3 iron man runs go to what I consider end game. I went 8 points into combat and 7 into technology on my 1st run. I wrapped the technology tree completely (all 10 points in technology) on my 2nd run. 3rd run I was a gimmick run, trying double shieldless Radiant, so that was a very specific requirement of L3, T5, and I4, so didn't lend itself to too much wrapping.
So, out of my games, 1/3 have had a tree wrapped 100% with all 10 skills in one tree - which was one of the wrap friendly trees, Technology. 2/3 had some form of wrapping.
I'm currently tempted to try combat 10, tech 5 on an Odyssey, or potentially a C7, T5, L3 with a Legion as end game flagship.
So, to repeat, colony skills are in tier 5 so that you mostly don't have to pick them if you don't want to. And in some cases they have some non-colony bonuses so e.g. if you're wrapping Leadership, you can at least pick Ground Operations that boosts your fleet in some way.
Fair enough. I haven't been picking them, but I the two trees which are more wrap friendly have been more attractive to me personally. I haven't been doing any heavy raiding for blueprints and the like, just enough for bar missions so the Ground Operations hasn't been much of a draw either. I suppose I should try a wrapped leadership (frigate madness) run to see how it plays before commenting further.
I will admit, on my 3rd run using I1L and I3L, that the triple fuel range (1.5 x 2) on a frigate fleet plus 2 Radiants is kinda awesome. I'm literally using a single dram, and my 178 DP worth of combat ships can basically go from my home system (14 LY from to Askonia) to any star in the sector and back. And I stick damage control or reliability engineering on my officers fairly early, as they're solid skills as well.
Derelict contingent - well, you're aware of issues.
Personally, hull tanking feels a little too much like a gimmick, and without the faster repair skill/free repair skill in the opposite skill, somewhat lacking. Waiting 10-12 days after a rough fight with the shield shunt radiants sets the combat cadence. I miss d-mod specialized fleets combined with the fast repair and 20-40% CR recovery if they get truly destroyed and recovered.
(Yep - though in theory Alpha Core admins should get some actual real downsides at some point... Aside from inspections.)
This I totally agree with.