Starsector making money colony

starsector making money colony

Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Request To Join. United States. I consider Starsector to be either the best indie space game people don’t know about or the best indie space game people here dolony talking. Since there’s no thread about it, and since the next release 0.

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Holy crap, I hardly recognize the game now. I had a true Qt3 moment last night and stayed up way too late playing it. It took me a while to learn to play the game but once I did it got its hooks into me. The battles are absolutely amazing to watch and play. I have 2 colonies in the same system, a hazard farming one at level 4 population and a tech mining one at level 3. They are unfortunately way out from the galaxy core which makes getting there and back a pain but it was the only decent place with good planets I had found at the time. I have spaceports and orbital stations and weak patrols to keep the pirates at bay because they started raiding my system basically as soon as the first colony was up. What can you build to make a lot more monthly income from colonies? But I need lots of money to support fielding one of those.

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Income comes from two places: exporting production from industries, and population. The primary source is from exports—population is icing on the cake. Stability is useful as a colony matures it increases income, and I believe it also reduces upkeep , but the growth bonus is much more important to a young colony. I also found out that you can only build one industry at level 3 and only two at level 4. Looks like the max you can build is 4 even at level We seem to play all the same games, though I think I post with a lot less frequency. Nor can I. The depth is incredible, but my progress is slow. What is best to focus on in the early game? Trading seems to be of questionable value given the time involved. I just put down heavy industry on my main hazard planet and added a pristine nanoforge and alpha core to it. I also immediately got infected with a Luddic Path cell. I found their base location and am on my way there with my rag-tag fleet to see if I have enough to take it out.

starsector making money colony

Starsector provides examples of:

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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 Colong Worlds, such as access to a Market. A Domain-era technology, a nav buoy monitors the in-system hyperfield and is capable of transmitting its findings to friendly fleets in-system. The player can directly manage two colonies and have two administrators other than themselves by default. Built using the best technology available in the Sector, a nav buoy monitors the in-system hyperfield and is capable of transmitting its findings to friendly fleets in-system. Since building industries costs credits instead of more tangible resources, you can order industries built, upgraded, shut down, and so on without actually being. The data readings are pristine and of great use in configuring drive fields. Soychi Lieutenant Posts: 68 Ad Rem. The Stability of a colony, as implied, is the marker of how colont the colony is. 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. So, for instance. The base can be located by directly locating it, via rumors in the bar or via the smugglers themselves. This does not lower your reputation. Permanent employment, very high pay, glorious adventure, great danger. A planet with no ore, Transplutonic OreOrganics or volatiles, for instance, cannot build the Mining industry at all.

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 monwy 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 makkng 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 starsecgor 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 core as possible. While the extra proximity increases accessibility it also increases hostility decreasing the accessibility by nearly as much at.

The reasoning behind this srarsector 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 for 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 starsector making money colony.

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 starsecto 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 sharsector 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.

StarSector Colony Management [Short Video]


The Domain of Man’s latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle collny the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some majing them lightly populated by the now decivilized colonists who were unable to leave.

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The Black Box devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don’t return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems collony the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse. You start your captaining career with nothing to your mwking but a few thousand credits, a small crew, and a few combat capable starsectlr with accompanying support vessels. Through blood and sweat you will gradually build a fleet, amassing control of fighters, bombers, interceptors, carriers to repair them in, various frigates, supply transports, fire support ships, battleships, cruisers, destroyers, all the way up to massive capital ships. And almost every single one of these ships can be further customized to fit your needs. In time, you may even be able to start your own personal colonies and faction. With sheer firepower, clever tactics, and no moneh amount of luck, you will eventually grow in power such that you will have the koney to decide the fate of the factions, be that unifying starssector or destroying them outright. Combat is hectic and extremely detailed, feeling like the love child of Star Control and MechWarrior. You have direct control over your flagship, and use a tactical map to set starsectoor and standing orders for the rest of your fleet. Your AI officers will then assign available ships to complete those objectives, leaving your flagship to support the fleet however you feel is best. You have a limited amount of command points to set objectives with, target specific enemy ships, and to position your friendly ships, which regenerate slowly as the battle progresses. While this sounds like a Scrappy Mechanicit actually volony well due to some rather good AI.

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