Friday, May 1, 2020

Starsector own all colonies make no money

starsector own all colonies make no money

Quote from: Grievous69 on August 27, , AM. Histidine Admiral Posts: Quote from: Megas on August 31, , AM. The colony can slowly grow. The smaller the colony, the faster it grows. The main reason I want a colony is the ability to make specific ship hulls and weapons to order, which requires heavy industry. Makes no damn sense why would you even have colonies that small.

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First, however, a quick aside on game design. The idea is that starsextor give you money and power, but also attract various sources of trouble, from pirates to major factors to everything in. Left unprotected, you colonies would have serious problems, all the way up to being lost entirely. The reward for successful exploration aside from the immediate shinies is more profitable and powerful colonies — through abandoned installations you might find in a system, on starsector own all colonies make no money you find to colonize, and so on. This in turn leads to more combat. Establishing Colonies To establish a colony or a waystation, which lets your colonies connect up with far-away markets, either to import necessities or to export goods for profityou need to survey a planet and then bring a bunch of crew, supplies, and machinery. Getting the requisite resources is expensive for the early game, and getting your first colony up and running should sll like a bit of an achievement.

starsector own all colonies make no money
Colonies are player-owned settlements on planets within the sector. A colony can serve many purposes, with the ability to produce and export materials for profit, manufacture vessels, weaponry and fighters for the player’s fleet, and provide the perks of civilization away from the Core Worlds, such as access to a Market. Colonies were added in version 0. An in-progress blog post is available at dev blog post on colonies , containing some information on the workings of colonies though the information is partially outdated. Colonization is a fairly simple process, the player is required to simply find a planet, survey it, and put down the required crew, supplies, and heavy machinery to colonise the planet.

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register. So I’ve seen many posts about peoples new colonies being smashed and them being a noob trap, and while that may be true, I wanted to give my personal tips on how I start my colonies which usually happen at roughly lvl 12 for me.

Disclaimer, this is not how to make some super cash cow that is the bane of the core world’s existence, it simply gives you tips to start a decent colony 1: I typically focus on salvaging and exploration to find some good colony locations and blueprints.

This can be done from bounties, freight missions or selling domain era loot. Usually, at this point, my colony is making a nice k if you want to boost that you can add ai cores if you don’t mind hegemony and as the colony grows, you will begin making even more money. I built ground defenses too at. Now I’m thinking it would be better to skip those and build a starbase instead. According to the description they can’t invade the planet without first defeating the starbase.

Hydra Ensign Posts: I’ve been told that once you have a large enough fleet, the starbase won’t matter. I’ll bookmark. CopperCoyote Captain Posts: In addition to starting off with agriculture i also try to find a good planet as close to the starsector own all colonies make no money as possible. While the extra proximity increases accessibility it also increases hostility decreasing the accessibility by nearly as much at. The reasoning behind this is the pirate and ludd bases spawn all over and if you have a planet way off in the corner like i did those penalties are a nightmare to get rid of.

Having to fly to the far side of the core is quite a chore. Goumindong Admiral Posts: My Tips and Tricks 1 You only need one source of production for any given good. So if you’re looking starsector own all colonies make no money top quality planets then planets that have lots of stuff may not be ideal. Planets that have one thing really good may be better than planets that have everything for a player that is looking to go into colonies heavily. For a player that isn’t then going for the spread out is good.

This is where you can put things that have big upkeeps. You don’t need a military base at every planet. Patrol HQ upgrades don’t increase the size of fleets they increase the range of fleets. The size of fleets is determined by your ship production. Always check Duhzak when you start looking for a colony spot. Parts of it are procedurally generated and it’s an orange star, so habitable worlds can spawn.

Even a mediocre world in Duhzak will make an amazing colony, because it’ll have a massive accessibility boost from being right in the centre of the core worlds. SafariJohn Admiral Posts: Quote from: Goumindong on November 26,AM. Rounin Ensign Posts: Soychi Lieutenant Posts: 68 Ad Rem. This is not for you. We badly need a brave man. He must be 23 to 25 years old, in perfect health, at least six feet tall, weigh about pounds, fluent English with some French, proficient with all weapons, some knowledge of engineering and mathematics essential, willing to travel, no family or emotional ties, indomitably courageous and handsome of face and figure.

Permanent employment, very high pay, glorious adventure, great danger. Usually, there is a habitable world in one of the first star systems outside the core worlds. Kirschbra Lieutenant Posts: Megas Admiral Posts: Darloth Admiral Posts: Quote from: Kirschbra on November 27,AM. StarGibbon Captain Posts: Quote from: Megas on November 27,AM. Powered by SMF 2.

Tackywheat1 Commander Posts: Paragon is Perfection. In an end-game scenario where, say, the player’s Faction decides to take on all of the Factions in the Sector, the player should just lose, as endless waves of armadas arrive at their colonies. Too easy, too simplified, too binary. Having to fly to the far side of the core is quite a chore. To defend against that should require warning that it’s coming, huge spending on military preparation, and Colonies big enough to pump out a similar volume of ships. Same goes for Pathers; they really shouldn’t be a serious problem after a certain point, unless we’re going to give them magical powers maybe they like biological-warfare weapons for cases where mere sabotage won’t work, for example; but then I want to be able to AM-bomb them out of existence and without diplomatic consequences, if they’re straight-up murdering my civilians to cripple my economy; I think it’s already absurd that they can get away with Acts of War without extreme consequences, and in my 0. Sarissofoi Captain Posts: I make sure my pather interest stays low thanks industry limitand then I try to build up reputation with Pathers for that accessibility boost. This is the place. I think the same ‘declining sector’ could overall be achieved by toning down the pirate raids and having inter-faction warfare and faction threats scale up. Starsector 0. I started my first colony after i made million credits by going mass salvage and high tech, never really took any bounties, but finding pristine nano forges and Synchrotrons are an amazing way to boost your colonies productions and reduce the resources to run it. News: Starsector 0. So 10 people are enough to operate an industry, but there’s no difference if starsector own all colonies make no money have 1 billion or 10 billion? Goumindong Admiral Posts:

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