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Starsector 0.98a is out! (03/27/25)

Author Topic: Hi, needs some help.  (Read 698 times)

Cr00cy

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Hi, needs some help.
« on: June 12, 2023, 11:19:50 AM »

Hi everyone, I'm new-ish player (discoverd this game like two weeks ago from some YT video). I set up my first colony, teh did soem research and realize dI picke dterribel location, so I scrapped it and went on a quest to find better location. After surveying most of the systems I have few that stand out to me as good candidates:

1) 9 planets total, 3 stable locations, just on the outskirt of core words (about 3ly away from closest world) Notable planets:
- Habitable with -1 farmlands, -1 rare ore, neutral ore; 125% rating
- Ext. Hot, +1 Rare ore, +2 Ore, 225% rating
- +1 Ore, Rare ore and Volatiles, 200% rating
- +2 Ore; +1 Volatiles, 200% rating

Rest of the planets have mix of ore and Votailes, hazard ratings around 200

2)6 planets, Nav Boy, Sensor Arry, 1 stable location,Inactive gate in system about 17 ly from core words. Notable planets"
- Habitable, -1 food, +1 rare ore, ore and organics 175% rating
- ex. heat, toxic, high gravity, Volatiles 250% rating
- +1ore +2 Volatiles 200% rating

3)1 stable location, 17 ly from core worlds
-Habitable normal food, ore and organics, +1 rare ore, -1 Volatiles, High Gravity 150% rating
- Hot, no atmosphere, ore 175% rating
- Volatiles. High G. 150% rating

4)  Sensor Array, Comm Relay, inactive gate 16ly from core worlds
-Habitable, water, ore, organics, 100% rating
- Hot, No atmosphere, -1 ore175% rating
- EX hot, -1 rare ore, ore 225% rating
- Ore, rare ore, volatiles, 200% rating
- +3 rare ore, +1 ore, -1 volatiles, 200% rating

5)1 stable location, 17 Ly from core
-Habitable, -1 food, ore, 125%
- Volatiles, High gravity, 200%
- Hot, +1 rare ore, +2 ore, 200%
- Hot, No atmosphere, Ore, 200%

So, where should I settle? I found severla colony related items: Cyroarthemtic engine, Biofactory embro, Autonomus Mantle Bore, Corrupted and Pristine Nanoforge. 2) have 5 other systems within 4 ly with good resources - there are planets with +1/+2 +2/+1 +2/+2 ore and rare ore, and even one with +3 for both. There is another system with habitable planet (ore, organics, -1 food,100%) 2 gas giants ( one has -1 Voaltiles, other normal, 225/250% ratings) and volcanic planet with +1rare ore +2 ore, ext heat 250% rating.

4) and 5) are about 1 Ly apart, and there are 3 other systems close bay with decent planets, one with +2 voaltiles, one with +3+2 ore/rare ore.

Also, I have no idea why I'm so concerned about efficiency in single player game but, here we are. Lastly, please pardon any mistakes, my English is not the best.
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Wyvern

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Re: Hi, needs some help.
« Reply #1 on: June 12, 2023, 01:58:02 PM »

I'd say that system 4 on your list is the best choice. Having a gate in-system is an enormous convenience benefit, and it's got good - or at least good-enough - options for supplying everything you need.

That said, I've been having relatively good results with putting my first colony on Crocodile in the Kumari Kandam system*. Yes, okay, you'll get the occasional Pather fleet trying to bomb out your colony there, but as long as you're on the ball and take them down as soon as they start forming, that's not a serious threat. And because there's an actual Pather colony there, it's easy to find fleets to fight to help keep your Hostile Activity meter low.

* Edit: So far, I'm two for two on Crocodile spawning with no atmosphere, low gravity, and no other relevant traits (I'm not going to be building mining there, so I don't care about mineral quality). I don't know if it can get any other traits, but at 175% hazard and bonus accessibility from low-g, it's an ideal spot to set up industries that work best on airless worlds: heavy industry, refining, fuel production.
« Last Edit: June 12, 2023, 02:03:27 PM by Wyvern »
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Wyvern is 100% correct about the math.

Aeson

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Re: Hi, needs some help.
« Reply #2 on: June 12, 2023, 03:13:19 PM »

If you're just looking to get a stable source of income, System 1 would appear to be reasonable - the 125%-hazard habitable world can have Farming + Military Base + two secondary industries (Refining, Fuel Production, Light Industry, Heavy Industry; of these, Refining and Fuel Production are probably best given the resources available in-system, though Light Industry might be more profitable if you're willing to deal with the problems that come with making your main colony a Free Port and getting into the drug trade), and the other three 'notable' worlds in the system should each be able to hit at least 15-20k in profit if you don't invest in them beyond setting up Mining - but it's probably not a good long-term development prospect. Otherwise, I'm inclined to agree with Wyvern that, of the options presented, System 4 sounds best.

Quote
That said, I've been having relatively good results with putting my first colony on Crocodile in the Kumari Kandam system*. Yes, okay, you'll get the occasional Pather fleet trying to bomb out your colony there, but as long as you're on the ball and take them down as soon as they start forming, that's not a serious threat. And because there's an actual Pather colony there, it's easy to find fleets to fight to help keep your Hostile Activity meter low.

* Edit: So far, I'm two for two on Crocodile spawning with no atmosphere, low gravity, and no other relevant traits (I'm not going to be building mining there, so I don't care about mineral quality). I don't know if it can get any other traits, but at 175% hazard and bonus accessibility from low-g, it's an ideal spot to set up industries that work best on airless worlds: heavy industry, refining, fuel production.
If we're going to bring up alternatives in the Core, I tend to find Penelope's Star is often at least passable - Ithaca's usually not awful (although I have seen it at 175% hazard with no real redeeming features) and it seems like at least one of Ogygia, Calypso, and Dorus is often comparable to what you're saying Crocodile is, plus there's enough planets/moons in the system that there's usually at least one or two decent sites for a low-investment mining colony that'll pay back the capital investment to set it up within a year and bring in ~15-20k in profits.
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Cr00cy

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Re: Hi, needs some help.
« Reply #3 on: June 12, 2023, 04:14:45 PM »

Wait, so name sof systems are always the same? Because 1) is Penelope star. Anyway, thanks for aswers, I guess I'll settle down in sys 4.
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Wyvern

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Re: Hi, needs some help.
« Reply #4 on: June 12, 2023, 04:19:07 PM »

Wait, so name sof systems are always the same?
The game has a set of 'core' systems that are always at least generally similar. Penelope's Star, Duzahk, and Tia/Ta'Xet will always exist with those names, and a mix of fixed details (Tia/Ta'Xet will always have an irradiated world named 'Ogre') and variable details (Sometimes Duzahk will have additional planets beyond the guaranteed ones; I've never seen Tia/Ta'Xet with extra planets, though...)
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Wyvern is 100% correct about the math.

Aeson

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Re: Hi, needs some help.
« Reply #5 on: June 12, 2023, 05:05:09 PM »

The game has a set of 'core' systems that are always at least generally similar. Penelope's Star, Duzahk, and Tia/Ta'Xet will always exist with those names, and a mix of fixed details (Tia/Ta'Xet will always have an irradiated world named 'Ogre') and variable details (Sometimes Duzahk will have additional planets beyond the guaranteed ones; I've never seen Tia/Ta'Xet with extra planets, though...)
More specifically, the Core is those three systems plus all of the inhabited systems known at the start of the game.

It also bears mentioning that there can sometimes be 'extra' planets in at least some of the inhabited Core systems - for example in my current game Kumari Kandam has a 175% hazard (extreme cold + extreme weather) Frozen World with moderate rare ore, abundant ore, and plentiful volatiles in an orbit just beyond Kanni whereas in my previous game no such planet existed - so if you're thinking of setting up shop in one one of the inhabited Core systems it might be worth quickly checking if there's anything unusual.
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