Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: military base / system defense / industry limit  (Read 786 times)

justnewaccount3131

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
military base / system defense / industry limit
« on: July 04, 2023, 02:44:24 PM »

(this is Nexerelin with normal core planets and the newest game version, grand colonies, better colonies and a few more mods (54 or so))

I have my main starting colony alone in a system, and 2 more fresh colonies in other systems very close by.

only other planet in my main system is a 225 rating toxic.
I can build 4 industries, got 2 - I just killed tech mining cause it was running out anyway.

my system defense badly needs a buff. I have zero upgrades so far to anything defense related.
a military base is an "industry", so it has a huge opportunity cost.
the game description talks about projecting fleets between star systems. so is it a faction-wide bonus? if so, what do I get? ingame description makes it seem like all it does is add stability and a minor buff to ground defenses. I do not need more stability. I am capped most of the time. and I got a domain tech (the Ko-Combine one) item for ground defense

if there is a real benefit, should I colonize the toxic world, just to build a military base there?

it has a mine and a farm. both do really well cause I put all my spendable points on increasing natural resources at game start. unfortunately that makes soil nanites use impossible.
I did a lot of surveying and exploration and have a ton of domain tech artifacts.
the main world has a +2 organics and is size 6 already. so I assume building light industry there would be a great idea?
reason I haven't done more industries is I was worried I get a superb domain tech artifact right after I built something *again* on the wrong planet. it's silly, probably. but I got a bit of this half-knowledge paralysis going...

I also need heavy industry and upgrade it so I can build ships (I think)...
as far as I understand it, I only need one good colony for heavy industry. I have a domain tech item that needs uninhabitable planets. searching a bit it seems people suggest barren or gas giants? why is that? if I add a corrupted nanoforge, I can not add any other tech item to that industry, right?

I'm sorry if I sound a bit lost. I half remember stuff from back when I played a few years ago, but not more.

basically I have no idea what to do.
I held off building heavy industry to find a suitable planet, my 2 fresh colonies are on insanely good worlds with a 100% rating I can even lower on one to 75% if I build ocean floor cities. but I have no idea how to distribute my industries and my defensive structures.


I know there's some things that give faction wide bonuses when built or are found items but I forgot exactly which these are. I need to lower the new creeping up danger thingy for colonies. I'm doing pretty well in combat but I need at least some automated fleets in system that can handle me doing missions.

thanks for any help!!!!

just tell me what you'd do.

I still haven't built light and heavy industry, anything that builds ships and all I did at my new colonies are adding defense stations in orbit. I read I should have built patrol HQs. I do not have money to add those atm on both, and the main system is more in danger atm.
-----------------------------
edit: descriptions of my colonies

the toxic: extreme heat, toxic, tectonic, rare ores +2, normal ores +1

colonies:
archipelago world: +50% access bonus (old space accelerator), extensive ruins +1, common organics, common ore, sparse rare ores, adequate farmland, habitable (I assumed - please correct me on this - that the access bonus and habitability would pay off enough to outweigh lacking natural resources)
ocean world: scattered ruins -1, water covered +25 danger rating, organics +2, rare ores -1, habitable

I found two interesting worlds for industry or fuel:
one 150 danger rating gas giant with -1 volatiles, extreme heat, +1 ruins and high gravity - access penalty 10% and floating cities - lowers danger rating, but no accessibility bonus
and a dark, very cold, +2 volatiles 200% danger rating methane world -- and I got a fusion lamp I could use to lower it maybe??

most planets I find are trash or in very dangerous areas. but I remember that that's normal



« Last Edit: July 04, 2023, 03:17:13 PM by justnewaccount3131 »
Logged

Sendrien

  • Captain
  • ****
  • Posts: 319
    • View Profile
Re: military base / system defense / industry limit
« Reply #1 on: July 04, 2023, 02:55:33 PM »

Can you describe the other planets that you've already colonized as well as the toxic one? It's hard to give an informed opinion without knowing the characteristics of all the planets in your system.

For instance, seemingly innocuous descriptors like "Hot", "Very Hot" can drastically impact where one might build a military base.
Logged

justnewaccount3131

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
Re: military base / system defense / industry limit
« Reply #2 on: July 04, 2023, 03:08:36 PM »

Can you describe the other planets that you've already colonized as well as the toxic one? It's hard to give an informed opinion without knowing the characteristics of all the planets in your system.

For instance, seemingly innocuous descriptors like "Hot", "Very Hot" can drastically impact where one might build a military base.

the toxic: extreme heat, toxic, tectonic, rare ores +2, normal ores +1

colonies:
archipelago world: +50% access bonus (old space accelerator), extensive ruins +1, common organics, common ore, sparse rare ores, adequate farmland, habitable (I assumed - please correct me on this - that the access bonus and habitability would pay off enough to outweigh lacking natural resources)
ocean world: scattered ruins -1, water covered +25 danger rating, organics +2, rare ores -1, habitable

I found two interesting worlds for industry or fuel:
one 150 danger rating gas giant with -1 volatiles, extreme heat, +1 ruins and high gravity - access penalty 10% and floating cities - lowers danger rating, but no accessibility bonus
and a dark, very cold, +2 volatiles 200% danger rating methane world -- and I got a fusion lamp I could use to lower it maybe??

most planets I find are trash or in very dangerous areas. but I remember that that's normal

edited the gas giant description
« Last Edit: July 04, 2023, 03:16:02 PM by justnewaccount3131 »
Logged

Sendrien

  • Captain
  • ****
  • Posts: 319
    • View Profile
Re: military base / system defense / industry limit
« Reply #3 on: July 04, 2023, 05:17:35 PM »

Well then! You should 100% build your military base on the toxic planet. Keep your eye out for a cryoarithmetic engine, which will, on your toxic planet, increase fleet size by 100%. Combine this with High Command, and your security concerns will vanish.
Logged

justnewaccount3131

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
Re: military base / system defense / industry limit
« Reply #4 on: July 05, 2023, 07:54:12 AM »

Well then! You should 100% build your military base on the toxic planet. Keep your eye out for a cryoarithmetic engine, which will, on your toxic planet, increase fleet size by 100%. Combine this with High Command, and your security concerns will vanish.

thank you!
Logged