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Author Topic: Beginner looking for tips  (Read 8669 times)

Kryptos

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Re: Beginner looking for tips
« Reply #15 on: February 28, 2022, 03:54:23 PM »

Another colony thing to keep in mind:

More planets in a single system simplifies defense, late game, as the space defenses of your colonies basically count all the patrol/military HQs you build within the system. I would skip right over a 50% hazard paradise in a 1 or 2 planet system, because you will have to manually defend it later on. I don't colonize systems that have less than four planets for this reason--four planets with military industry will spawn so many overlapping defense fleets they can handle any attacks.

Cryoarithmetic engine (requires hot or very hot) significantly improves patrol fleets, +25/+100% IIRC, so three planets, or maybe even two if they're very hot in system might be able to hold their own, but I haven't tested.

This actually makes Penelope's Star a very attractive colony location, with something like seven colonizable planets: a volcanic+cryovolcanic for good resources, a desert planet which is often 100-150% hazard for your main growth colony, and a barren world or two that usually lack atmosphere for synchrotrons/nanoforges.
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Falcon_BR

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Re: Beginner looking for tips
« Reply #16 on: March 01, 2022, 08:28:33 AM »

My first advice, YOU NEED SUPPORT SHIPS! Tankers and cargo ships! You said you don't have enough ships to carry fuel and stuff, just place cargo and fuel ships in your fleet! in the start I had 3-5 colossus on my fleet to carry loot to sell, and 2-3 fuel carrying ships, also 2 salvage rigs! You will need a starliner to carry crew to colonize planets. You should have around 25 ships with you all the time, 15 combat, 10 non combat and with space to look new ones. Story unused ships in abandoned stations for free and get them when you need it! Insulted engines and improved manutention in the big ones, always check what are giving away your signature, normally big civilian ships need insulated engines, but if you have capitals, small civilian ships don't need to insulate. Get insulated capital cargos and tankers when you are rich.
NEVER, EVER militarize civilian ships, they will lose all the bonuses they get from the industry skill, just insulate engines.


My colony guide:
SINGLE SYSTEM, SINGLE SYSTEM ONLY!
Have 20 million in the bank, not hard if you have a commission and is doing contact quests and bounty hunting, selling 6k fuel to the pirates on Umbra each week buying it from the Sindact capital on the SAME SYSTEM, will give you 300.000 each week.

Scout all places, try to find a system with:
In order of importance:
One or two habitable planets with a farmland, it can have a -1 farm, if it has no transplutronics resource. because soil nanites will compensate for that, you can even colonize a -1 farm, because you only need food = pop to sustain your colonies the +1 from the administrator or your skill will compensate the -1.
One planet with no atmosphere. For refining and fuel production.
One planet with +0 organics, so you can sustain your light industries and planets with that are not habitable (they demand organics and food to live there).
One gas giant with plentiful volates +2 production, need to be a gas giant because of the item to improve production, it can't be a +2 volates ice world, because it you can't use the improved item.
You can go with a +2 volates (no gas giant) if you don't plan to use the item to compensate cold and poor light worlds, or 0 volates gas giant. But they are normally cold planets so, what the point?

Habitability WILL hurt a lot during the early phases, because the 50.000 hazard pay to make the colony grow, but they are not really and issue in the end, my planets are 125, 150, 200, 225 (down from 300) and 250, all give a 100.000 profit, just the 250 one won't, just 30.000 but I wanted to have 2 very hot planets to have a really big defense force.

First I had to clean the system from the REDACTED, just wait when they leave the nexus unguarded and kill it, don't do it in all system, because you need some systems with nexus for REDACTED farming for alpha cores, that was a mistake I did on my first game.

My colonization plan:
First world, water 150%
-1 trans (so no soil nanite to improve farming), 0 ore, 0 food (normal on water world). +2 organics (my only organic source), but it have a solar shade that increase farming +2.
Colonized with 2000 food, 2000 supplies, 2000 fuel, hazard pay, to sustain the colony for 15 days before the starport goes online. This stockpile is optional, it is better just don't pay the hazard pay and wait that 15 days, before start paying it, because your colony can't decrease of size, I do it for roleplay proposes.
Queue the farm, ground batteries (+1 stability), patrol station (+1 sta), starbase (+1 sta), waystation (+20 accesibillity), and upgrade the starport to megaport as soon as the starport gets completed, accesibillity and stability gives you a lots of grown bonuses and extra money, so, build all infrastructure buildings in all planets, just not the planetary shield.

On the same time I colonized the no atmosphere, very hot planet (200 hab). Did it too early, should have waited the water planet to get lvl 4 so I could mine the organics that the planet need for upkeep, so it costs lots of money, plus the +50k hazard upkeep on it. Started refining on it, to pay part of its upkeep importing the ores, next was the fuel production, both need a no atmosphere planet, but I wasn't using the items until they all got size 5.

As soon as the water planet reached size 4 and started mining organics, colonized the arid world (125 hab), and build a light industry, wait for the stability buildinds to get online and freeport on it! Freeport are great, but remember to build your defenses, people will attack it, but because you have 3 patrol hq and a station on that planet, the first attacks will be easy to defend. This will be your first planet to reach size 6 (maximum size) and your first profitable one, because of drugs.

I didn't want to to deal with panthers, so all my items to improve the mining, refining, fuel, orbital lamp and the light industry were not in use until they were all size 5.

Colonized the gas giant with +2 volates, (300 hab) and now I really started losing money, but in the end it is my most profitable colony, because the orbital lamp decrease the habitability to 225, that is acceptable. Too bad I installed it when it was size 4 and couldn't pay for itself. Took me a while to install a gamma core in the pop infra so it could pay itself.

Also colonized a very hot light atmosphere for defense propuses (very hot planets are where your big defense fleets come from).

In the end
All planets have all infra builds, and the freeports one got shields.
All planets I use 2 story point to improve the mega ports.
All planets have tier 3 low tech space station. (personal preference, hate the midline (it was greatlly improved in the patch, but still hate it) and think the soft flux of the high tech one is bad)

Water 150 Freeport
Megaport (item to improve acess)
Farm - mining - light industry (item to improve) - HQ
106.000 profit

No atmosphere very hot 200
Refining (item to imp), Fuel (item to improve), HQ (Item to improve) - commerce.
120.000 profit

Desert (125) Freeport
Light industry (item to improve) - Farm (item to improve, so the -1 is a +2 like the water world with the solar shade), refining (because it had a free slot), and HQ
110.000 profit

Gas giant (225, down from 300)
Pop (orbital lamp) gamma core
Mining (improved item volates), commerce (item to improve), Heavy (syncron core), HQ
99.000 profit

Left over very hot planet 225 (colonized it because you can have 5 planets without using AI, 2 for you + 3 admins)
Pop (gamma core)
Mining (item to improve, so -1/0 goes +2/+3), Commerce (it almost don't pay for itself, trying to find the improvement), Heavy industry (sync core), HQ (Improved)
20.000 profit. Almost don't pays the administrator on it, but existis to defend the other planets.

With 3 HQs and 2 very hot Improved HQs I fear no one, and paying the upkeep of my admins, 4000 crew and 1500 mariners, I still profit 300k a month.
Control around 33% of all markets only improved all megaports with 2 story points each.

I do have a hypershunt close and 3 itens to use it, but I don't use them, because I would need to spend 4 story points to improve the no atm refining, an alpha core in the refining and a gamma core in all pop infrastructure using them, and any trade disruption in the colony, something that happens a lot, would hinder all other industries on the planet, but I really don't think it is worth it.

Having lots of colonies in the same system, improve access that you lose to be far from the core, all my colonies have around 150% access, freeports one have more, hight gravity have less, and if I remove the waystatons (tested that), the decreased access makes me lose more them double the costs of the waystation upkeep.

Also the system had no stable points, just create 2 with alpha cores and fuel. Build the +1 stabilty and the +2 mov.
« Last Edit: March 01, 2022, 08:34:22 AM by Falcon_BR »
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Vundaex

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Re: Beginner looking for tips
« Reply #17 on: March 01, 2022, 11:42:20 AM »

Thanks a lot for the replies, super helpful!

@Falcon_BR I think you should make this a community guide, many players would love to read it!
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OmegaMan

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Re: Beginner looking for tips
« Reply #18 on: March 01, 2022, 11:50:58 AM »

Step 1. Buy marines at Umbra,
Step 2. ????
Step 3 sell them at Chalcedon
Step 4 Profit?


Also make sure you’re doing the Galatia research station missions in Ancryus.

Combat against anything but cargo convoys will be unprofitable till you can really optimize your fleet.
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OmegaMan

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Re: Beginner looking for tips
« Reply #19 on: March 01, 2022, 12:06:10 PM »

Also I wouldn’t colonize a system until You have 1,000,000 saved up and a fleet than can take on a full pirate armada (1-2 capital pirate atlas) and win easily.  Sounds like you may not be there yet.    Focus on trading and Galatia missions and finding bar missions to transport cargo for $100k +  ( buy at atlas cargo ship) 

If you see a banger of a system 50% hazard and it’s close you can definitely colonize it early and make profit.   Otherwise it’s a uphill climb and it’s hard to make $$& when you constant have to fly back to defend it.

The early game is quite a bit harder in the latest patch,  once you learn some of the profitable trade routes and commodities to look for things will start to click

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Salter

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Re: Beginner looking for tips
« Reply #20 on: March 01, 2022, 10:58:33 PM »

I wouldnt even say fighting normal fleets is profitable. Hard to make money when you are trying to turn them into stardust.

If you want to do alot of combat stuff, faction commissions are really the way to do it. You dont need to worry about your investments blowing up as much when you can afford the repairs.

Profitable highly sought after commodities are always in demand, hence if you find loads of drugs/harvested organs/marines/heavy weapons at a low price, or relatively low, you can turn it around for a profit somewhere so its always a good idea to ferry them around as nice little paydays for when the opportunity presents itself. If you are friendly with a faction, they even let you sell illegal stuff if they have a military base allowing you to deal in profitable illegal stuff without having to smuggle.
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DirectionsToL3Please

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Re: Beginner looking for tips
« Reply #21 on: March 01, 2022, 11:16:58 PM »

I wouldnt even say fighting normal fleets is profitable.
With the Salvaging skill and a Salvage Rig in the fleet, I usually find fighting normal fleets in-system is long-term profitable (ie profitable once I cash in the weapons/LPCs/Modspecs and metals I get as loot) unless I really screw up the fight and have to salvage a few ships. As long as you're bringing good ships and pilots and mostly taking CR and armor damage and only losing at most a couple of escort frigates, it's pretty easy to stay in the black.  On Easy difficulty, it's nearly guaranteed.
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Falcon_BR

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Re: Beginner looking for tips
« Reply #22 on: March 02, 2022, 08:13:38 AM »

I wouldnt even say fighting normal fleets is profitable.
With the Salvaging skill and a Salvage Rig in the fleet, I usually find fighting normal fleets in-system is long-term profitable (ie profitable once I cash in the weapons/LPCs/Modspecs and metals I get as loot) unless I really screw up the fight and have to salvage a few ships. As long as you're bringing good ships and pilots and mostly taking CR and armor damage and only losing at most a couple of escort frigates, it's pretty easy to stay in the black.  On Easy difficulty, it's nearly guaranteed.

This is something that took me a while to understand, on the actual patch, fighting without salvage rigs, without the salgaving skill, and on normal difficulty, you will probably lose money, the best way is to do it on systems with a bounty and with a commission. This doesn't happens on easy difficulty.
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Candesce

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Re: Beginner looking for tips
« Reply #23 on: March 02, 2022, 09:03:39 AM »

fighting without salvage rigs, without the salgaving skill, and on normal difficulty, you will probably lose money,
You left out "against military / pirate targets."

Cargo fleets are very, very profitable.
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Salter

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Re: Beginner looking for tips
« Reply #24 on: March 02, 2022, 10:01:43 AM »

More profitable than going after military targets too, since the goods you are salvaging are increased exponentially with the skill in mind. Going after a militarized fleet is asking for trouble, unless you are looking to add rare ships to your collection. (Remnant ships & the like)
« Last Edit: March 02, 2022, 12:50:04 PM by Salter »
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Fireside

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Re: Beginner looking for tips
« Reply #25 on: March 04, 2022, 12:53:01 PM »

Worth mentioning that with a commission you can actually start a colony in a system ruled by the faction that commissioned you!  While they won't directly protect your colony they hate pirates regardless of which colony they're after.
« Last Edit: March 04, 2022, 01:00:04 PM by Fireside »
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