This is great info, thanks. You practically wrote a sticky worthy deployment guide. I might roll another character to try and get better exploration luck and a better colony setup. Colonies are new to me and I bungled mine up pretty good... I haven't played starsector for years.
Cheers!
Oh, thanks
I'm afraid my type of writing is too much of a
s-word post meme extravaganza to be worth being called a guide, not to mention I tend to get off topic every single, Ludd forsaken time. That said I'm glad it was helpful to you!
Colonies in 0.95 have benerally become indipendent from AI core spam to be profitable at all, but quite a number of nuances have been introduced aswell. I usually follow these 4 steps to set up profitable colonies, to hopefully keep it short:
1)Find a system with a good Class V planet (preferably with both mining and farming, altough be careful of it also having rare ore as that will prevent you from installing the Dominion relic that improves farming) a barren world with the least amount of hazard possible (bonus points if it has the "low gravity" bonus/malus) and another world with the "Extreme Heat" malus.
2)Colonize the class V one first and live off of it thanks to mining/farming, give it Commerce as a third industry slot and then something that works well with habitable planets, like Light Industry
3)Colonize the "Extreme Heat" planet. Set it up with an industry first (they usually are good for mining) and then make it your main military planet with a Military HQ. Third industry is Commerce and fourth is up to you, really. We want the Military HQ here because there's a relic improving fleet size by
100%4)Colonize the barren planet and set it up to be the one that holds your Heavy Industry/Orbital Works, Fuel production and Refining. We need a barren world because all three of these industries either have an item adding the "pollution" malus to habitable planets or that can't be installd on planets with an atmosphere in the first place.
Here's some examples from my current campaign showing my three planets that
loosely followed the above steps. As you can see the first two earn disgusting amounts of money while the third more or less is the one
allowing them to have 4 industry slots, and is therefore on the red (that said it still has Hazard pay). There's some added industries and building from the Industrial Evolution Mod, but they can be perfectly reproduced without them.
Class V starter colony, have not found the relic for Commerce yet
Class I Money making colony, have not found the relic for commerce yet
Class IV Guard Dog Extreme Heat colony, have not found either the relic for commerce or the one for the Military base
Ludd forgive me. I've went off topic again.Nothing to do with the subject but
Say you got 10 officers plus yourself and you have not become a pantsy left the Battle size to the default 300.
I'll have you know my self-esteem has been deeply hurt as i play on 500, and will now proceed to send you a strongly worded letter about how you're wrong and smell bad.
More seriously, what's so bad about increased battle size? Other than frying a potato-pc.
I personally find that straying above the Battle size setting the game gives you both makes the entire experience a whole lot easier but also needlessly unfair at times.
It makes the game easier as the most difficult battles
are all story related aside from multiple [Redacted], which means they're intended to be fought at 240 maximum Deployment points,
180-120 if you're manly like me, shave with a chainsaw and love games that want to make you suffer.
It makes the game needlessly unfair because most character skills have a treshold after which they provide less end less bonus, meaning your fleet power is going to be diluted across a lot of
Deployment Points instead of concentrated. Good if you're fighting Pirates, bad if you're fighting multiple [Redacted] fielding a plethora of level 8, 6 and 4 officers with all their skills elite, some of them driving
game imbalance incarnate a very fun ship you're going to love.
It also does, as Amoebka said (interesting name by the way, where does it come from?
heavily shift the fleet composition. While low maximum deployment values allow for a plethora of effective strategies, massively increasing it makes all fleets gravitate towards capital ship spam with officers ontop of them, because how else would you even be able to have everything you deploy have an Officer otherwise?
That said, I'm just a
vaguely elitist Safety Overrides addict Faithful Luddite, so take these opinions with a whole metric ton of Volturian Salt.
Edited AddendumDear Luddites and Luddettes, do you think adding a
hidden mechanic making
story battles scale with Max deployment size would be too sadistic? Should I write it into the
Mod Ideas instead?
Like I don't know...(spoilers ahead)
Spoiler
1) An additional Tesseract every time the player's max deployment size goes 120 above the normal FP limit, meaning 120 max deployment size is just one Dorito, 121-240 is two Doritos, 241-360 is three Doritos
et cetera2)I'm not sure how the Ziggurat fight could scale. Maybe giving the ship a damage multipliers across all weapons it has, including motes? Would make for a fun, entertaining
lootbox CBT battle experience