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Author Topic: Using ordo farming in campaigns  (Read 895 times)

Void Ganymede

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Using ordo farming in campaigns
« on: October 30, 2023, 04:55:23 AM »

So thanks to the efforts of CapnHector and associates, there's all kinds of cool fleets known to decimate Remnants.

What's a quick and interesting path to building one in campaign?

You can colonize a planet for <100k credits using the Bulk Transport skill:
5 mudskipper colonist special
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Most mining and farming planets are net-positive as soon as the industry comes. (As long as you keep hazard pay off.) Colonize 3-4 worlds, get enough basic industries running to cover a chunk of import costs in-faction, tech mine a little, *then* start looking at hazard pay boosting specific worlds and building fuel/industry supply chains. By the time you find interesting industry items or blueprints your planets might already be size 4!

How to finance all this early game rather than mid game? IMO route looks like:
  • Commission and levels:Buy and fit out an SO Lasher or (ideally) loot a Luddic Path variant. Do bounties in Corvus or run the Luddic Church quest line until you can get a commission. Search markets for antimatter blasters and interesting officers. Keep an eye on survey missions. Habitable planets close to the core might indicate a warning beacon. Starting skills are all combat - you likely want expanded missile racks/ECCM/ITU/IPDAI/heavy armor hullmods. Starting with an Afflictor/Shade (P) at low level also works but to me they only get fun at level 5+.
  • Phaseship exploration:Having S-modded out some Mudskippers for fast XP gain, found your Afflictor or Shade, picked up a bunch of Academy quests, and leveled to 5 or so, you can head out of the core. Fill ships with 1k crew and close to 100 heavy machinery/200 supplies. You're looking for red warning beacons. Respec towards TaLaR's Afflictor build with the Automated Ships tech capstone and go look for Automated Ships to salvage.
  • Colony drop and fleet buildout:Second you find the beacon, transverse jump to a habitable world and colonize it. Repeat for a no-atmosphere industry world and one or two more for good measure. Prop up initial ~200-300k per colony start-up cost with core and blueprint sales. Shouldn't have to do that much though with commission income and delaying hazard pay. The tricky part is building up a wolfpack of Glimmers until you can bag a Radiant or Nova with proper weapons. AI cores are dumb: build for survival first, damage a distant second.
"using what you've got" starting Lasher
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TaLaR endgame Afflictor
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End result is a stack of ridiculously early colonies safe from Hostile Activity because any time it's a threat you come back and farm alpha cores.

Variations include doing it to the Diktat with a Hegemony commission instead of searching for red beacons. (Colonize something distant or knock over Umbra if playing Nexerelin.) Diktat weapons are good on a bunch of things, and CapnHector's Executor build has swagger. You can also use stations more versus Diktat than Remnants - although a fun trick is to build and upgrade a station while on a long trip away from your system, then transverse jump directly to it when coming back and pop an Alpha Core into the structure. Every fleet in the quadrant will come to kill it, but if you set your fleet doctrine to prioritize kinetic and EMP weapons the station's slots should prioritize them even without a Heavy Industry up! You basically need a level 3 station to not have it quickly fold, but if you're scaling your fleet off of AI ships there's nowhere else to spend credits.

In the current patch there's also a phase ship trick you can pull. Deploying the phase ship first, then the rest of your fleet in a second wave, causes enemies to clump up and stay clumped as they get pelted by missiles and bombers. Building a fleet to exploit this in the presence of Remnant-grade PD is tricky but doable. They're a bit too mobile for Pirahnas sadly but any kind of capital-grade artillery or large/medium missile spam will do work.
« Last Edit: October 30, 2023, 05:05:10 AM by Void Ganymede »
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Cryovolcanic

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Re: Using ordo farming in campaigns
« Reply #1 on: October 30, 2023, 07:42:19 PM »

I'm confused.

Are you saying to gather a bunch of Mudskippers, then build 3-4 farming/mining planets, then go look for red beacons? How do you farm the alpha cores in the first place?

And how does colonizing a Remnant system protect you from Hostile Activity? Do the Remnants destroy the attacking fleets for you?
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Nettle

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Re: Using ordo farming in campaigns
« Reply #2 on: October 31, 2023, 03:19:41 AM »

Colonizing high danger remnant systems to build a battle station/star fortress and fight their fleets with massive advantage for easy cores is a pretty well known strat, this is what this post refers to.
This should probably get adressed at some point, like no colonizing any planets until remnant station is destroyed.
« Last Edit: October 31, 2023, 03:22:11 AM by Nettle »
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Void Ganymede

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Re: Using ordo farming in campaigns
« Reply #3 on: November 18, 2023, 11:00:44 PM »

Hostile Activity drops with ship destruction, *any* ship destruction. Farming Remnants deters Pirates. Although yes, you can use Ordos to third-party your invasion defence.
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Candesce

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Re: Using ordo farming in campaigns
« Reply #4 on: November 19, 2023, 09:04:58 AM »

How to finance all this early game rather than mid game? IMO route looks like:
  • Commission and levels:Buy and fit out an SO Lasher or (ideally) loot a Luddic Path variant. Do bounties in Corvus or run the Luddic Church quest line until you can get a commission.
Bounties are slow compared to piracy.

Salvage a couple frigates and a destroyer or something, if you're not using quickstart - pirate trash works for this - and then hit a poorly-defended convoy or two in hyperspace carrying supplies, weapons, drugs with your transponder off. Sell your loot at the convoy's intended destination if you can; you'll probably need to salvage some transports just to hold it all. If you're lucky this can bag you an Atlas, though without Augmented Drive Fields that'll tank your max burn too much to use.

It's not hard to get half a million credits or more per convoy, nevermind the 100k needed to drop a colony somewhere.
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Worldtraveller

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Re: Using ordo farming in campaigns
« Reply #5 on: November 19, 2023, 11:02:07 AM »

Hostile Activity drops with ship destruction, *any* ship destruction.
But only if you personally destroy them, correct? Defense fleets killing pirates/pathers doesn't affect the Hostile Activity (I'm hoping that changes in the future).

But I suppose your Military base/High command fleets would have a hard time with Ordos anyway.
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