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

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Author Topic: Colony basics  (Read 6776 times)

wodzu_93

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Re: Colony basics
« Reply #15 on: January 26, 2024, 01:40:46 AM »

While stability hit for governing more that 2 colonies does limit your expansion, what you can do is only personally govern tech-mining planets.

What I mean by that is colonizing a world only to tech-mine it. Find a world with ruins, colonize, build tech-mining and leave. Stability doesn't matter at all, since tech-mining is diminishing returns anyway, so who cares if planet decivilizes after a year or two, you'd already gotten the loot from it by the time it happens.

You can have as many colonies as you want as long as you put Alpha Cores as admins in them, since those do not count towards admin cap. It will *** off the Hegemony though, so be prepared to fend the inspection fleets off. They can get quite strong, so preemptively stealing the nanoforge from Chicomoztoc might be a good idea.
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vorpal+5

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Re: Colony basics
« Reply #16 on: January 26, 2024, 05:13:26 AM »

Ok, so if I get rid of the Hegemony, I can plug alpha core there and there?
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Megas

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Re: Colony basics
« Reply #17 on: January 26, 2024, 05:46:39 AM »

If you destroy all Hegemony worlds with military bases, that should stop inspections permanently.  I know destroying every Hegemony world does the trick, at least in previous releases.  Do not forget to complete all the quests tied to their worlds to strip them of their plot armor before trying to kill them, otherwise, those quest worlds just will not decivilize or die no matter how many times you bomb them or how long you wait while they have -255 stability or other ridiculous penalty from raids.

After that, you have Pather cells to deal with, in which case, give them the planetkiller to get them off your back permanently too.  They are a zombie faction, so destroying their worlds would not work like for the Hegemony.

Then you can use AI cores as much as you like without H and Path breathing down your neck because you used AI.
« Last Edit: January 26, 2024, 05:53:06 AM by Megas »
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vorpal+5

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Re: Colony basics
« Reply #18 on: January 26, 2024, 07:01:00 AM »

It seems like a lot of work, as if the dev would not want us to follow this path  ;D
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Nettle

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Re: Colony basics
« Reply #19 on: January 26, 2024, 09:50:33 AM »

In the next patch you will be able to permanently resolve Hege inspections IIRC.
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vorpal+5

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Re: Colony basics
« Reply #20 on: January 26, 2024, 09:32:50 PM »

Sure!

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MuleDriver

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Re: Colony basics
« Reply #21 on: January 29, 2024, 12:53:54 AM »

Wasn't the title "colony basics" ... is bombing the Hegemony back to the stone ago a basic task in Starsector? No need to answer, it was a purely rhetorical question ...

I sometimes see players stating that they "make 800k a month" - but I wonder how? I don't get anywhere near this ... am I building the wrong things at the wrong places?

Let's say I found the following star system:
12ly from the core, with Gate and Domain Relay. This might even be a bit better than what you normally would find, access would be around 120% unless you're in war I guess.

Planet A (no atmos)
Hazard 200%, wide spread ruins, spares rares, abundant ore, hot, low grav

Planet B (no atmos)
Hazard 175%, extensive ruins, moderate ore, hot

Planet C (habitable)
Hazard 125%, scattered ruins, poor farmland, ultrarich rare ore, moderate ore, common organics, tectonic activity, cold

What should I build where?
Obviously Farming on C, Megaports and TechMining (temporarily) everywhere, Mining on C as well.
As Mining is cheap, would it pay for itself on A?

I'm very reluctant to put Light/Heavy Industry or Fuel Production on haz 175+ planets, because the upkeep is high and the multiplier makes them really expensive. But then what about the "special items": Heavy Industry/ Orbital Work should not be on "Habitable" because of the pollution caused by the nanoforge you want to put in there. Fuel Production should be on "No Athmosphere" bacause of the Synchrotron Core, and the Military Base should be on a "hot"/"exterme heat" world to utilise a Cryoarithmetic Engine ... . How do I pay for these?

And where to put Commerce? With C already having Farming and Mining, there are only 2 slots left, and Commerce needs good planetary income to work with. But there are the 3 other industries competing for the slots as well.

Starsearcher says that C only makes 90k profit with Megaport, Farming, Mining, Light Industry, and that's w/o paying for Orbital, Ground Def. and Patrol HQ. How do I get 200K from this planet?
« Last Edit: January 29, 2024, 01:07:08 AM by MuleDriver »
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Megas

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Re: Colony basics
« Reply #22 on: January 29, 2024, 05:29:05 AM »

150% hazard is the lowest a player can get with a no-atmosphere planet for fuel production with synchrotron because of synchrotron's requirement of no atmosphere.  As for heavy industry, a low hazard habitable planet with pollution for 100% or 125% hazard is still better than your typical 150% hazard non-habitable planet.  (125% barren-desert non-habitable with thin atmosphere is uncommon, and tend to have poor resources.)  That said, I dislike polluting planets so using a 150% or 175% hazard for heavy industry is fine if you cannot bring yourself to add permanent pollution to a world.

As for how players get 800k?  They use Free Port and alpha cores, and I would not be surprised if the put Commerce there too, with dealmaker and alpha core.  Colony improvements to boost accessibility, production, or income help too.

With five size 6 planets with Free Port, combined income is up to about 500k per month.  This is without alpha cores and with colonies built in such a way that they have no Pather cells.  My items were two pristine nanoforges, fullerine spool, synchrotron, and biofactory - one item per world (more would cause Pather cells to spawn).  All but the biofactory were stolen from the core worlds I raided.  I could roughly double that if I spend my story points into colony improvements and use more colony items and alpha cores to boost various industries, or just build more colonies with the alpha cores, and deal with Hegemony and Pather cells.  My two habitables had 125% hazard, and the rest had 175% hazard.  I picked those planets because the two systems had gates and one of them had a cyrosleeper in the system.

Hazard Pay takes a big bite out of income.  The moment the colony reaches max size at 6, Hazard Pay automatically turns off and there is a huge spike in income.

Tip:  Steal all the items from the core worlds, even the corrupted nanoforges.  That will lower production a little from the raided worlds and your income increases slightly due to you having more market share.  It would also remove Pather cells from most of the worlds since they no longer exceed +7 interest.

P.S.  For me, the biggest thing I am looking for in a colony system is if it has a gate.  If it does not, I do not want it.  I do not want to waste a lot of time traveling, so the system must have a gate.  I will take a slightly worse system with a gate than a perfect system with no gate because traveling is tedious.  I remember rejecting a seed with a great system with a 50% terran because there was no gate in the system or in neighboring systems, and it had no good systems elsewhere with a gate.
« Last Edit: January 29, 2024, 05:35:56 AM by Megas »
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Ruddygreat

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Re: Colony basics
« Reply #23 on: January 29, 2024, 05:49:57 AM »

I sometimes see players stating that they "make 800k a month" - but I wonder how? I don't get anywhere near this ... am I building the wrong things at the wrong places?

one thing I'll note to start with is that those people are probably using one of the various terraforming mods (or just console commands) to make a planet / set of planets perfect for colonisation, getting ~800k out of a single system needs basically perfect planets.

which brings me to my second point, those planets all kinda suck.
A is alright, but B & C have no real redeeming qualities outside of being in the same system as A. B is kinda just empty, while the ultrarich ore & hazard conditions on C make it not really worth colonizing imo.
though if you do want to colonize them (or the colonies are too large to abandon), I'd do something like this :

A - mining, refining, fuel prod & heavy industry for the industries, waystation, patrol hq, star fort & ground defences for the structures.
B - mining, refining, fuel prod & high command for the industries, waystation, star fort & ground defences for the structures.
C - mining, farming, light industry & commerce for the industrues, waystation, patrol hq, star fort & ground defences for the structures.

and as Megas mentions, special items & alpha cores are extremely useful for bumping up profits (and why I think that C is a pretty bad planet; ultrarich ores blocks the farming item), you'll want to use them whenever possible.

Worldtraveller

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Re: Colony basics
« Reply #24 on: January 29, 2024, 06:43:00 AM »

Agree that 880k/mo is pretty crazy, unless the player is getting a lot of AI cores running colonies. With 6 colonies in my current game (only one AI core, because I like tangling with the Heg occasionally), my  income varies from about 450k to just over 600k, depending on the current threat level. I assume that's because the threat level reduces the colony accessibility?

I have 2 habitable worlds producing light industry and food. One gas giant and one cryovolcanic producing volatiles, and 2 volcanic mining worlds. I have commerce on 5 of the worlds, with (I think 4 of them have Dealmaker Holosuites), Catalytic core, 1 (or 2?) Fullerene spools, a Synchrotron Core,  2 Mantle Bores. I have At least a military outpost on every world, I think 2 High Commands, and every planet has a Star Fortress (midline).

So even with all that defensive overhead, one colony is netting about 40k/month, and the others are about100k each.
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robepriority

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Re: Colony basics
« Reply #25 on: January 29, 2024, 10:15:25 AM »

Yeah 800k monthly is functionally infinite, even modded.

Candesce

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Re: Colony basics
« Reply #26 on: January 29, 2024, 01:01:13 PM »

(and why I think that C is a pretty bad planet; ultrarich ores blocks the farming item)
Eh. Only if you weren't planning on building mining at all.

2 units of food production isn't small, but it's worth a lot less than 3+population production of rare ore.
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