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Author Topic: first colony (optimal)  (Read 13080 times)

ChristophHRO

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Re: first colony (optimal)
« Reply #45 on: August 07, 2022, 02:33:33 AM »

Free port is amazing. Don't use "use stockpiles during shortages" though.

Can you elaborate on that please? Free Port seems to allow pathers into your base, which is never good. Not sure why "use stock.." is a bad idea?

You play with Nexerelin mod, right? Get an agent/operative in a bar and put him on "internal security mode", will disrupt all pather cells and will find pirate bases for you.

"Use Stockpiles" eats through your credits like cracy.

Raiding events are random, you just got unlucky and you got a free port on a planet without any defense. You should at least have a station before you put free port on.

Also build  waystation it is cheap and gives 10% access. You put a story point into the spaceport already?

And why you have an orbital fusion lamp on this planet?

Hover over the pather cells icon to see why they come to you or you can go into the intel screen and open up colony threats.
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ihugyourmom

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Re: first colony (optimal)
« Reply #46 on: August 07, 2022, 05:31:39 AM »

You play with Nexerelin mod, right? Get an agent/operative in a bar and put him on "internal security mode", will disrupt all pather cells and will find pirate bases for you.

"Use Stockpiles" eats through your credits like cracy.

Raiding events are random, you just got unlucky and you got a free port on a planet without any defense. You should at least have a station before you put free port on.

Also build  waystation it is cheap and gives 10% access. You put a story point into the spaceport already?

And why you have an orbital fusion lamp on this planet?

Hover over the pather cells icon to see why they come to you or you can go into the intel screen and open up colony threats.
Yes i play with nex. Not sure what agent you're referring to, is it an event at the bar?

Stockpile is to prevent shortages while getting growth and access up. Not sure how much extra credits i would get by not enabling it, and suffer possible shortages instead.

I always build waystations.

The fusion lamp was a mistake, what happens after 16h of gaming :P

Mouse over gives some generic answer, and "links" basically all my instalments.

I have a mod, that can sort the panther thing among other things, terraforming etc. Which i intend to use.
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ChristophHRO

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Re: first colony (optimal)
« Reply #47 on: August 07, 2022, 06:26:48 AM »

You can just check it with pressing the button on/off or mouse over the button.

https://imgur.com/a/RnNllTD

Yes you can hire them in an bar event. "Walk over to the shady person" or something like this.
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meanmanturbo

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Re: first colony (optimal)
« Reply #48 on: August 08, 2022, 12:24:52 PM »

Hmm this is so odd.. i havent used AI cores and limited my industry to farming and mining. And still the ludic path and hegemony, decided to screw me over.

I am "welcoming" with hegemony on top of that.. wtf is going on here? Is free port really the culprit?

screen of my crippled colony (they hit both in system)
https://imgur.com/a/rurs31g

edit:
Items were just installed, so wasnt there prior to the "raid".
The Pathers have nothing to do with the free port, that is all because of the colony items, you can only evrer use one colony item without gnerating pather intrest (sometime not even one depending on your industries). Any pahter intrest above 6 will cause pather cells, your items installd is causing 8 I think. You can check the pather cell warning to see how much interest you are generating. 
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ihugyourmom

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Re: first colony (optimal)
« Reply #49 on: August 09, 2022, 07:08:12 AM »

Hmm this is so odd.. i havent used AI cores and limited my industry to farming and mining. And still the ludic path and hegemony, decided to screw me over.

I am "welcoming" with hegemony on top of that.. wtf is going on here? Is free port really the culprit?

screen of my crippled colony (they hit both in system)
https://imgur.com/a/rurs31g

edit:
Items were just installed, so wasnt there prior to the "raid".
The Pathers have nothing to do with the free port, that is all because of the colony items, you can only evrer use one colony item without gnerating pather intrest (sometime not even one depending on your industries). Any pahter intrest above 6 will cause pather cells, your items installd is causing 8 I think. You can check the pather cell warning to see how much interest you are generating.

so basically its impossible to avoid cells forming if you are going for max development on a colony. Good to know, so i might as well just go all out or non at all.
I do have a mod installed with some structure that combined with a AI alpha core can eliminate cells. Guess ill build that as a priority then.
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Lemuria

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Re: first colony (optimal)
« Reply #50 on: August 10, 2022, 10:18:27 AM »

When it comes to my colonies, since I play with the Terraforming and Station Construction Mod, I would build a mining station in the Core Worlds, build a refinery and make some good profit selling ore and transplutonics. I would build astropoli around uninhabited gas giants or planets, the astropoli are basically space stations and the great thing is that they always have a 100% hazard rating. And then a siphon station for good measure.

In vanilla Starsector I'd just look for a Terran.
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Khaos

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Re: first colony (optimal)
« Reply #51 on: August 10, 2022, 10:52:32 AM »

Not sure if there it was mentioned before, but the best systems I have ever found were always yellow or red star systems, with a gas giant with 3-4 satellites. When that happens, there is nearly always multiple habitable planets among the satellite planets, and all the satellites have low gravity, and the uninhabitables had no atmosphere. Additionally, these systems always had loner planets close to their star with extreme heat. That is literally all you can ask for. If you only have 0/+1 resources on these, it is already good; you will be able to make the habitable planets rake in 200-400k, and the rest of the planets make up to 100k, with the military planets still above zero. I am talking about no AI cores, Industrialist Admins, and 1-2 enhancements per planet, with only the habiltable planets going free port.
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ihugyourmom

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Re: first colony (optimal)
« Reply #52 on: August 10, 2022, 11:00:24 AM »

Not sure if there it was mentioned before, but the best systems I have ever found were always yellow or red star systems, with a gas giant with 3-4 satellites. When that happens, there is nearly always multiple habitable planets among the satellite planets, and all the satellites have low gravity, and the uninhabitables had no atmosphere. Additionally, these systems always had loner planets close to their star with extreme heat. That is literally all you can ask for. If you only have 0/+1 resources on these, it is already good; you will be able to make the habitable planets rake in 200-400k, and the rest of the planets make up to 100k, with the military planets still above zero. I am talking about no AI cores, Industrialist Admins, and 1-2 enhancements per planet, with only the habiltable planets going free port.

Hmm interesting, you have some screen shots of system/planets and colonies i could see? :)

I quit my last playthought, was annoying me to much haha. So in the process of learning not to repeat the same mistake again, rather not spend 30+ hours game time yet again.

edit/update:

so i decided to start a new game and use console commands to test some things.

Penelope system is a close to core system with many planets, i picked the one with highest modifier, which was a mining planet.
I spend story points on pop, port and waystation. And access is 138% which aint that high tbh, tho i only let a few cycles pass for the test.
The credits are decent though sitting at around 180k/mo. I aint sure if it will be left alone, and i dont wanna test that far, as its to tedious to hold shift even with x6 speed (max my PC can handle without melting).

Not sure what the test proves, but i dont think the access % is that huge of a deciding factor as to where to colonize. I did build/do all i could to lower hazard rating, which started at 225% and i cut that down to 100%.
Granted "this" colony will have sucked a lot of credits before hitting this stage. I honestly didnt keep count on the credits used, so when it will "truly" be profitable, i aint sure.

So what did i learn.. i think the system layout matters more than placement, and to a high degree what other planets/resources are there in the system. Think ill try a run where i pick suck system, and specialize each colony as much as possible. So only mine the highest resource one etc. Not sure how it will go, it might be just as huge of a time/credit sink as my previous attempts.

test colony:
https://imgur.com/a/m40yUkL

NB: letting the game run while i ran around the house for a bit, lowers the net value to 140k/mo. but that might vary depending on "insert random stuff here".

edit2:
^^ random stuff.. are when there is a lack of resources for the various industry/structures. Fully decked out with alpha cores and no shortage of resources it reaches about 330k/mo. Free Port enabled. Notice that about 60k is taken for local storage to cover shortages.
« Last Edit: August 10, 2022, 12:37:00 PM by ihugyourmom »
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Khaos

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Re: first colony (optimal)
« Reply #53 on: August 10, 2022, 12:27:25 PM »

Hmm interesting, you have some screen shots of system/planets and colonies i could see? :)

I quit my last playthought, was annoying me to much haha. So in the process of learning not to repeat the same mistake again, rather not spend 30+ hours game time yet again.

Made a video:


Be ready to pause a lot for the details. In the playthrough I am shooting from I have generated a huge map with Adjusted Sector mod, with mixed age constellations, but there is no Terraforming, nor Unkonwn Skies mods to alter the system generation or the planets inside. I have had nearly the same system layout in my first vanilla playthrough as well.
All the systems I am settling have gas giants with satellite planets, and they also seem to have multiple nice neighboring systems as well, so you can build up a multi-system economic powerhouse, essentially creating another region next to the core.
I am maxing out the number of planets I want to use in the system. Any planets I am not using will still be colonized, usually as second, so I can have some initial-internal trade witout much risk of piracy crippling long distance trades. I settle the habitable planet and/or the hot/extreme heat first to build up the most important income generating and military planet first, and any useless planets that I won't use will be built up next to fill out any industries that will make a good internally working economy. Once I am ready to colonize all useful systems I'll pass down the useless planets to the faction(s) that I am most friendly with. This not just fills the system with more markets, it can have a nice effect for your overall accessibility as you are literally spawning friendly markets for your faction. Obviously Independents are always good to be there; the next faction should be the one you want to be there for your reasons. I have brought around friendlies to leech off their tech, to form lasting coalitions, or to save them once they got close to annhinilation by other factions, etc...
If you have any questions, ask on :)
« Last Edit: August 10, 2022, 12:36:01 PM by Khaos »
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Lemuria

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Re: first colony (optimal)
« Reply #54 on: August 10, 2022, 12:45:02 PM »

Adding to what Khaos said, if you have Terraforming and Station Construction, you can also build astropoli around the gas giants with no satellites, maximum 3 per gas giant.''
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Khaos

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Re: first colony (optimal)
« Reply #55 on: August 10, 2022, 12:50:43 PM »

Penelope system is a close to core system with many planets, i picked the one with highest modifier, which was a mining planet.
I spend story points on pop, port and waystation. And access is 138% which aint that high tbh, tho i only let a few cycles pass for the test.
The credits are decent though sitting at around 180k/mo. I aint sure if it will be left alone, and i dont wanna test that far, as its to tedious to hold shift even with x6 speed (max my PC can handle without melting).

Not sure what the test proves, but i dont think the access % is that huge of a deciding factor as to where to colonize. I did build/do all i could to lower hazard rating, which started at 225% and i cut that down to 100%.
Granted "this" colony will have sucked a lot of credits before hitting this stage. I honestly didnt keep count on the credits used, so when it will "truly" be profitable, i aint sure.

So what did i learn.. i think the system layout matters more than placement, and to a high degree what other planets/resources are there in the system. Think ill try a run where i pick suck system, and specialize each colony as much as possible. So only mine the highest resource one etc. Not sure how it will go, it might be just as huge of a time/credit sink as my previous attempts.

test colony:
https://imgur.com/a/m40yUkL
NB: letting the game run while i ran around the house for a bit, lowers the net value to 140k/mo. but that might vary depending on "insert random stuff here".

edit2:
^^ random stuff.. are when there is a lack of resources for the various industry/structures. Fully decked out with alpha cores and no shortage of resources it reaches about 330k/mo. Free Port enabled. Notice that about 60k is taken for local storage to cover shortages.

You can set the [Shift] key to work as an on/off button instead of the push to speedup, so you dont need to constantly push it; its in the control settings.

You can make nearly anything work, and yeah, accesibility is not the key to success; you can note that none of my planets have accessibility upgrades. Stability and output of the best industry of the planet are vastly more important. And of course, Special Items to put your industries into hyperdrive. They are the core reasons to go adventuring into the unknown :)
« Last Edit: August 10, 2022, 12:54:19 PM by Khaos »
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ihugyourmom

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Re: first colony (optimal)
« Reply #56 on: August 10, 2022, 12:54:10 PM »

*snip*
If you have any questions, ask on :)

Looks like you're doing good for yourself, around 900k/mo. ? :P

Really helpful video, i think one of my mistakes was thinking to take advantage of everything a planet had to offer. specialising more etc. seems to be the way.

what mod are you using that lets you que buildings ? and what are that hourglass icon on the map.. guessing they indicate you have que'd buildings in system.

NB: impressive large map, i had to settle since i am using a i7 3770 and a 960 4gb rig :D

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Khaos

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Re: first colony (optimal)
« Reply #57 on: August 10, 2022, 01:05:30 PM »

Looks like you're doing good for yourself, around 900k/mo. ? :P

Really helpful video, i think one of my mistakes was thinking to take advantage of everything a planet had to offer. specialising more etc. seems to be the way.

what mod are you using that lets you que buildings ? and what are that hourglass icon on the map.. guessing they indicate you have que'd buildings in system.

NB: impressive large map, i had to settle since i am using a i7 3770 and a 960 4gb rig :D

900K and change :)

If you think about it, a planet will only be able to host 4 industries for you, so setting it up and trying to reach for multiple things are never a good idea. Just think about supply chains; you want to do as little shipping as possibly, so you are best doing the same supply chains in the same location, and any instances you are unable to do that should be the only cases when you are thinking about putting industries onto another planet or station;
Farming (1 unit) - which goes well with Organics mining and Light industry (2 units) leaves you with 1 free unit to fill - which goes best with Commerce on a habitable planet to fill the 4 unit slots
Ore mining, Smelting, Heavy industry (3 units) - you can fill it with Military HQ (hot/extreme heat) or Fuel production (if no atmosphere, and you have the Special Item for it)
Volatiles mining and Fuel production (2 units) are a good one to use on an esxtraction station with 5 max size and having the Special Item, but only if you don't have a no atmosphere planet, otherwise you are wasting too much potential output - you can fill that with a military HQ and you ashould be good

You can queue buildings in Vanilla, you just need the money, and need to have any other requirments on the planet; just click on the build menu again and again to queue them up. Basically once you colonize you can only build ground units until the spaceport is built, but after that you can queue up the 1st industry, ground defence, patrol HQ, starbase, waystation, and planetary shield. (I additionally queue up the Tech Mining as well, but that I can do because I have changed it in the game settings to NOT count as an industry.)
« Last Edit: August 10, 2022, 01:24:27 PM by Khaos »
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z0orb

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Re: first colony (optimal)
« Reply #58 on: September 22, 2022, 02:42:23 AM »

Free port is amazing. Don't use "use stockpiles during shortages" though.

Can you elaborate on that please? Free Port seems to allow pathers into your base, which is never good. Not sure why "use stock.." is a bad idea?

Free Port also allows for big colony growth (especially early colonies), trade of illegal drugs and arms by independents (which fulfills shortages), 25% (i think? or was it 35%?) extra export cash, at only -3 stability hit, Which you can fix quite fast once the cash starts rolling straight to your wallet.

"Use stockpile during shortage" is useless for a first colony because, eventually traders (or smugglers ;)) will fulfill demand anyways, provided they are able to get to your colony without being ambushed by pirates or luddic path fleets. And also you tend to forgot you turned it on so when you stockpile something in your base, it will go poof since it's drained by shortages. Not worth it at all.
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