Starsector colony raid. But here it gets a bit tricky.

Starsector colony raid. That is an IRL example.

Starsector colony raid If you want to fight, expect ~5-7 big fleets that will try to raid your colonies and decrease stability. Building “Ground Fractal Softworks' Starsector (formerly Starfarer) is an open-world single-player space adventure, seamlessly blending strategic fleet management with intense ship-to-ship combat. Worst case scenario (assuming you don't have a colony that you're gonna have to baby) just go AFK in a Dram orbiting Jangala and get like 2-3 missions in each Expeditions and pirate raids do not go after your colonies if they are not exporting (unless in a system with someone who is). Pretty much the title. This is your first major colony threat if you don't use AI cores on your colonies. Also, if you don't want to have your base constantly raided and destroyed while you are too weak to defend it, if you leave the system you can continue building all the stuff from a completely different system and your base shouldn't be destroyed by raids. Build up your own fleet and guide it through the campaign, taking control of your flagship during the combat. r/starsector It's how I got all the factional colony items (except for Chico bcos iron shell run and I like tax woman headpats) Reply reply Mike17723 • Nah, stealth raids are so much better, -7 rep or -0 rep with a story point Reply Go to starsector r/starsector. Find another station that produces the goods, sell the raided goods on open market to oversupply the colony. Raiding is basically made for getting nanoforges btw. It of course does, but the end results are golden. security codes - you can buy a one-time-use (2-3 month expiry) 50% lower-defenses for a faction. Meet eight unique factions, each with their own philosophy and fleet doctrine. these Then, raid their food supply to make them starve to death, or even basic goods and organics, if the planet its lacking an atmosphere and needs organics to make sure their colony vital support remains stable. r/starsector Also, how much money does it cost to build a good colony and defend it? I don't want to build one, invest a bit then get raided by the whole galaxy. I understand that smoking the pirate Right? I’d prepare a raid outpost, get it stocked, then destroy commodity or raid the supplies/fuel out of a pirate base, cap it for my commission, then sell all of the stolen supplies back at an insane markup, then buy more on loan from the outpost then sell it all the way until it equalizes at 100c per. I love seeing extremes in Starsector mods as most mods seem to hover around the Tri ludic path (colonies) and ludic path (raiding bases, sleeper agents, etc) are basically 2 separate things. Pirates raiding systems applies the "piracy in system" debuff to all planets in system regardless of which faction, so if you are in a system that is cohabitated with an independent for example, they will still be targetted and your system will still receive the system-wide debuff that is applied, but the higher your reputation Starsector - colony crisis - pirate raid You prevent it by not letting your colony get raided. I’ve seen others use the gryphon equipped with only kinetic missiles to spam anti shield damage whenever the radiant overextends. The most profitable in my book are makeshift (bounty target) stations of pirates, they have the most important stuff (fuel&supplies) and they never decivilize no matter how frequently you raid them, so you can raid them every third day (to minimize losses due to increased preparedness due to frequent raiding), forever. Long story short: Invasions, saturation bombardments, raids, and the like are absolutely insane. Then add even more raids to cause civil unrest. Imports are restricted by accessibility, and if say a level 7 colony needs seven units of food, but it's accessibility is 60%, it will suffer a shortage of 1 unit, as the If you find the right planets, and have a couple of colony items, you can make an industrial powerhouse to rival even sindria At the moment my 6 colonies are producing 800k a month, 300k coming from only one of the worlds, but since I The Hegemony is the dominant faction in the Sector. Look for good planets, not good systems. Now, in my first nexerelin campaig,n I actually want to colonize but I am not quite sure what I am looking for. r/starsector 35000 defense colony, you CAN'T be raided. 95 update, while player colony size has currently been capped at 6. json that the more experienced player can start There are benefits to colonizing already claimed systems; 1)A growth bonus to your colony for another larger colony in the same system, 2)High accessibility for being in the core worlds, 3)Weak patrols that create debris fields, 4)Close port Instability from raids will inevitably cause the colony to cease existing, when that happens the market shrinks and the total value you can extract from the system goes down Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and asked my brother to look after the game for Tech-Mining on colonies with ruins Special Items Autonomous Mantle Bore · Biofactory Embryo · Catalytic Core · Combat Drone Replicator · Corrupted Nanoforge · Cryoarithmetic Engine · Dealmaker Holosuite · Fullerene Spool · Hypershunt Tap · Orbital Fusion Lamp · Plasma Dynamo · Pristine Nanoforge · Soil Nanites · Synchrotron Core I talked to one of the station personnel in Port Tse Franchise station who gave a little 1on1 sly talk about harassing Tri-tach while staying off radar (transponder off) by attacking convoys and raiding their markets to disrupt industries. If you're raiding a random pirate base with nothing of note, you also don't need any marines, since you will just be blowing the place to tiny smithereens. Colony Crises. Raiding is a feature added in If your colony produces anything (pretty much any industry), it will attract raids and expeditions. Serves those greedy fuckers right. Not to brag or anything, but my 5 colonies combined turned a profit this month 😏 Kinda. But here it gets a bit tricky. I can raid it and bombard it, it's entirely undefended by fleets or a starbase, but the Go to starsector r/starsector. I left to go pop a nearby pirate base and then it gave me the message the raid was a success, and imposed -6 stability on one of my colonies. This makes them particularly vulnerable to pirate raids. Check the colony status. Pirates raid and destabilize As it was pointed out already, just keep raiding the colony. Marines benefit from the Leadership skill, "Tactical Drills," which grants them +50% effectiveness and -25% casualties in addition to providing the combat Ships per fleet, and ship size sort of. A million credits should do the trick for starters. That's enough for a tier 1 Orbital Station and patrol HQ which is enough to automatically handle small pirate raids and provides enough fire support if a bigger fleet comes over. To install the mod, simply download the . If you think your fleet is maybe good enough, give it a shot and if it goes south reload. For the fleet, I recommend you to have at least 1 capital ship, I recommend the Odysseus, Conquest or the Paragon if you can find one. The only way to get rid of them for real would be through mods (Vayra's sector has this option, though it hasnt been updated to 95 yet). . A good starter colony. They require a monthly salary of 20 credits. Question So I wanted to keep my tritech commission - lot's of cash and high tech is the best tech. To expand a bit on what others have said, if you are running nex and have a colony with Heavy Industry / Orbital Works, you can specify what ships your colony defense will use based on the blueprints you have access to, in addition to settings on prioritizing ship size, fleet size, phase ships vs carriers vs warships, etc. Ideally you want to hoard both of them, the only one you really want to sell is the plasma lamp that creates a need Tactical bombardment can render most industries and structures useless for an entire cycle. r/starsector If you go to a bar in one of your affected colonies there should be some talk you can overhear or some shady guy you can talk to to get the system it's in, pretty sure you don't need to pay for this one, unlike the way to get pather base info. –In-game description As your colonies grow and get richer, other factions will start raiding you regardless of relations. I smashed the Hegemony handily but my god what is up with this Remnant raid. You generally find blueprints in deserted research stations. Raid Effectiveness Colonies have a “ground defenses” rating, which combines a base value based on the colony size with various modifiers. do you have any forges or blueprints yet? the free storage from a colony is pretty great, but you will find yourself locked into nonstop fighting with pirates for a bit, until you can bust t2 battlestations easy, and have battle stations yourself Trying to raid for nano-forges is really really hard and generally not worth it, raiding to remove a faction's nano-forges so they're not as powerful is also hard. These instability adds up and can ruin a colony for I let the colony get to mid size then install an Alpha core into every possible nook and cranny of the colony hoping to get some attention. Sort by: Best. I used to have a Define "pirate raid". Average Starsector transponder off moment I'm kinda in the early late game where I'm beginning to thrive industrially through my colonies and the factions get jelly about it and send one expedition to another. Honestly getting hit by a raid isn't THAT bad as all of the damage can be repaired in a few months. Otherwise - well, no. Stuff takes time to build, so if you can net around 100k a month in trade, bounties, etc, (which is not too much effort) then there is no reason not to just plonk down a colony on a good planet and This mod allows you to build more buildings on a colony by adding a scroll bar to the "buildings" screen. Bases will always Ive only just made my first colony, not even size 4 yet and I keep getting bent over by these events. Establishing on low hazard planets first until you have money then establishing on high hazard seems to be the way to go, since hazard pay disappears once you hit size 6. Also dont look too far away from the core worlds unless you want to travel 20 LY just to defend a raid or get some produced items and ships Additionally, useless items like fuel, supplies, metals, and other tradable goods are removed from the loot pool and replaced with much more valuable items like weapons, fighter/bomber LPC's, blueprints of all sorts and of course colony- related items. The only thing that the distance from Core worlds will affect would be your accesibility, Pirates and Pathers wil always be consistent with their bases and wont give a shit if your colonies are literally on the edge of the sector on a black hole and a neutron star system or Go to starsector r/starsector. Some of these also affect NPC colonies. My colony threats seems to be on minimal all the time, despite the weekly invasion fleets, pirate fleets, raid fleets and such. 96a-RC10] The P9 Colony Group - Faction mod (v0. r/starsector Convoy raiding is viable, but you might just be waiting too long for you to think it's viable. Im commissioned with Tri Tach, yet they sent a gigantic fleet and annihilated my system. don't forget to raid their heavy industry more than other planets: you can get pristine nanoforge and blueprints of ships Im getting close to the point where i believe i should be looking to set up a colony and im a little uncertain/apprehensive of what im doing, and I cant find a guide which explains a lot of the process experienced players know leading up to PSA: Now that quickness scrapper might become a thing in raids, please be careful with Bulwark Gyro around certain mechanics upvotes · comments r/starsector Starsector > General Discussion > brand new colony getting raided? Pirates will always raid that first colony soon. If I dare stop babysitting my systems to go make some much-needed ducats with First, a quick recap of how it works in the current release: you establish a colony and get “Hostile Activity”. Still works for dealing with faction 910 votes, 63 comments. A lot of people tend to forget that starsector is a game about having the right tools for the right job rather than the most expensive tools. Colonies generally don't really generate upkeep that Depends. or you can do the funny option when the large mercenary fleet arrives, and Next pirate raid comes in 15 days and my fleet consists of a dominator (d), a sunder class destroyer, a harbinger, a drover, two centurions, a gremlin, a colossus mark 2, and a lasher. Only mod I have is nex and I'm playing pather, I have colonised 4 planets inside kumari and literally every faction besides path and church are my sworn enemies, they all send several huge fleets at me and I managed to you're pretty much looking at hit-and-run tactics. 51K subscribers in the starsector community. A primary gameplay role of player-built colonies is getting the Considering the Colony changes on 97a, I was thinking it might be a good idea to raid both and then constantly for the meme's disrupt their Orbital Works so you can have an easier time fighting off their fleet when you start a colony against the Persean League and Hegemony AI Slapping commerce and HQ on every money making colony is usually good (HQ because it lets you not deal with the constant raids and inspections, and let the colony print money without babysitting). The mercenaries can be bribed for 1,000,000 ¢ to raid Hybrasil instead, by talking to the Admiral of Colony Crises (previously known as Hostile Activity) is a major event in Starsector. So far That secures a decent colony income and deters pirates and raids. Exploring ruins. Astral Ascensions is a mod that uncaps colony sizes and provides end-game bonuses for the development of your colonies. I recommend finding a world that has good organics and focusing on light industry. This results in fleets you can fight being found in your star systems, and periodic major events where for A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. Before agreeing, buy all his marines and raid his base a couple of times. Even a few bad colonies would still net a profit. Attempts to raid Go to starsector r/starsector. and your fleets will work together to fend off raids and expeditions. And atm its not possible to reverse the colony to its former state. A tip though. For pirates, you can either pay off the station attacking you or go talk to Kanta in the Core for a more long term solution. The third way though, is accessibility. You often get like 2 months worth of notice before a raid. Having multiple colonies in the same system puts multiple defense fleets in the same system. After orbital station is up, patrol HQ should be next so that your patrols can take back Go to starsector r/starsector. Tech-Mining on colonies with ruins. 3. I’ve got my colonies set up and they’re strong enough to fend off most expeditions on their own, but I’m playing whack-a-mole Even smuggling drugs by thousands won't help you sustain your three size 5 colonies with all the industries built. You will need to babysit your colonies until they get enough defenses, and having 3-4 colonies in the same system reduces this babysitting period. When one of your colonies is raided, the patrol or military fleets at your other colonies will aid them. One size 6 colony and two size 4's, and i'm already getting 11 fleet sized saturation bombardment calls. My system has no pirates, there's no luddic paths nearby and it's actually filled with these friendly high tech fleets, why do I still have complete shipping disruption? The most powerful megacorporation in the Sector after the fall of the Domain gate system, Tri-Tachyon specialized in cutting-edge AI development (including several notable cases of violating the Domain ban on autonomous alpha+ level AI) and exotic high-power devices (starship engines and warp drives, power generators, energy converters, forcefields). Colonies are player-owned settlements on planets within the sector. For the pirates go and speak with Kanta at Kanta's den. Book of Grudges so far: Persean League: Attempted blockade. This opened a new "colony threat" large event, a point bar to how much I'm harassing them. After I deal with all the colony crisis in this run, my next fleet is goanna be either midline or high tech. Having a saboteur or negotiator agent is key to having a less bloody and less messy acquisition of a colony. Industrial worlds, which are high in rare and normal minerals and require no atmosphere at all. However, there may be more mods elsewhere that anyone is welcome to introduce to r/starsector. Marines benefit from the Leadership skill, "Tactical Drills", which grants them +50% effectiveness and -25% casualties in addition to providing the combat ships in your fleet with +5% damage. If possible, take or destroy the systems comlink. How many colonies can you have in Starsector? The effect of growth points on the total growth rate decreases as the colony size increases, leading to a longer time between size increases as the colony’s size grows. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. Raid all industries you can and then just loot them. Before launching the raid, if you did not enter undetected, there will be a warning message Two of my colonies were losing money until they hit size 5 because they were 200% hazard, while my 100% hazard colony was making money the day it was established. Great if you want to raid a heavily fortified world for blueprints, not much use otherwise. try to avoid heavy industry unless you really need it. The maximum non-player colony size is 10 as of the . Should be a little bubble above your colony system on the intel map that you can click on when you're viewing colony threat section, then you'll see an arrow coming to your system from the system the pirates set up shop in. What are the well known strategies or weapons best used against them? That's based on the percentage of each colony's demand that your colonies can supply. and often destroyed the machines in clandestine raids. I spent the next ~30 days patrolling my system and finding nothing, in and out of hyperspace. If the player's colony upsets another faction's interests, they may send out an Expedition to the offending colonies. Pirate Bases, Raids, and Objectives. r/starsector If you want to raid big planets, either for blueprints or more resources, i recommend searching a the bar for the security codes, which reduce causalities of your troops by 95%. So, to be prepared, have a couple of capital shops lying on Find local pirate mining colony. Tri-Tachyon is resolved either by staying under 4 production per resource per planet, or by harassing their shit until you ultimately come to an understanding. A raiding fleet can blow up your spaceport so you can't make money from exports but still have to pay for maintenance so that's when the numbers turn red. For Kanta's den it is 10 stability. To the point of colonies not being viable. 97. situational - blueprint raiding. Simple as. So I surprised them back by raiding and bombing all of their outlying colonies into oblivion after I rebuilt. Raid them for 700 drugs. 2D RPG/Trade/Fleet Combat Game Members Check the Stability rating of the colony, raid only the spaceport when it comes back to its max level again. If it demands 5 but doesn't produce any, but another of your colonies can export 5, then all 5 will count as in-faction. r/starsector Never seen remnants take over worlds but they send raiding fleets like the rest. If you can’t buy fuel for cheap, then yes, it’s cheaper to Pirate raids used to be manageable, right? I just established my first poor little dirt-scratching colony, and within about 40 days I got a pirate attack consisting of 2 30-ship fleets each about half made up of those Gods-damned slippy little phase destroyers. The very first thing should be built after spaceport is online is orbital station. I understand your points, but raiding a starport means large amounts of people starve because the planet can't access food. For this reason, it makes sense to keep them under the radar of the factions that do the most raiding, which would also make them less profitable. I've met this raid at cycle 208, so this is a raid you might lose to. Multiple high end colonies on good planets and well optimized with right industries can reach 1 mil per month, something that is difficult to do with commissions and bounties. and periodic major events where for example pirates send a raid at one of your colonies. Yannick Ram will task the player with nothing less than saving Sindrian Diktat, and the player shortly becomes entangled in an intrigue plot surrounding it. If it reaches certain threshold Pathers will come knocking. Repeat for unlimited cash. P. You get some money 4. Posted June 12, 2018 by Alex in Development. Size (You can see the size at the top of the colony screen) is affected by the presence/lack of heavy industry in your colonies (None provides a 25% malus, as well as limiting your ships to civilian models regardless of what blueprints you have), colony stability, colony size, and the Go to starsector r/starsector. The raid effectiveness is calculated as attacker strength / (attacker strength + defender strength), with a minimum divisor of 1. Sell to highest bidder. You can also raid places for copious amounts of heavy armaments and drugs while you’re at it. They are only 4 and 3 size-wise so far, and almost right away I got pirate raids. Getting ~$30,000 worth of supplies, food, weapons etc each raid to be sold or used at your colony. Haha don't sweat it, this art is good as it is, think of it as "elite variant" of the marines and you didn't forget the 4 eyed visor! For next time i kinda suggest "copying" Starcraft's marine design, while Starsector's marine is not as bulky 3 - go to your base (colony/abandoned station/some colony with storage), making sure there are 2 locations with storage close by 4 - drop off enough marines at storage A that the remaining marines are seasoned veterans (100% increased raid efficiency, 50% less losses). If fleet size is too small larger ships won't spawn in them. So, if free port is off and you're not exporting drugs/organs, and you did not build a cash industry, your colony will be ignored save for the occasional AI inspection if you are using cores. These will attempt to raid the target colony to disrupt the The colonies themselves become more meaningfully distinct – the difference between raiding for, say, Organics from a producer with an excess vs from a consumer Once you enter, "Consider your military options" -> "Launch Raid" -> "Try to acquire valuables" -> Select the colony item and launch the raid. Also, players can't do much about colony raids until then because pirate bases will almost always be created in proximity of player colonies. Preventing it is as simple as delivering some of the needed goods manually Recently started a pirate-commission run in a random sector, and just got to the point of colonies. Losing the occassional trade fleet and suffering trade disruptions will always happen. I think that it is great that the developers thought about it deeply enough to distinguish between colonies with and without export industries Edit: For anyone that happens by this post, this actually doesn't work in the current version of the game. Did a test in this regard recently. Started a new colony, it was doing pretty terrible which I thought was confusing. Ruthless sector may be additional bonus cause they probably won't chase you around in hyper space. For local demand, yes, by raiding you create local demand and locally the prices for domestic goods (and other commodities) will remain high. 2D RPG/Trade/Fleet Combat Game Members I think you can always get nanoforges and cores back via raiding, but colony items and blueprints are rare. This would be considered the easiest raid to defend against. ADMIN MOD Stopping pirate raids on colony . You can get enough planetary defenses to defeat any incoming raid. Click on it to see %market share and see for the Another option is to remove some cores and domain artifacts from your colonies. Yeah, you lose chunk of profit, but will be free of hegemony. If your colony demands 5 widgets and it itself produces 2, then it counts as 2 in-faction and 3 out-of-faction. blow up their convoys, and convoys headed to or from their worlds, raid their colonies, etc. 95 and later, most threats do not appear till the Raiding uses marines to attack a colony directly for the purposes of plunder commodities, to disrupt facilities, steal special items, or to send a message. Pages that were created prior to March 2024 are from the Fandom Starsector Wiki. 2D RPG/Trade/Fleet Combat Game Members Online • MesaShrike. While the current pirate mechanics dissuades any colony building besides a babysitting simulation, stoping raids does help your colony in more ways than just preventing them than being raided. Now instead of theoretically reaching size 10, a Go to starsector you have two military bases in a system with alpha cores they should be able to hold against most if not all pirate raids or major expeditions, unless it's like a gigantic nexerelin invasion of 7+ fleets, by themselves without you needing to come help. Especially if it does not have defenses. Go to demand and look for ship hulls. A Persean League Raid at early game might have the following in it: 2 Heron, 2 Falcons, 2 Eagles, and 10 Centurions. First game, made 2 colonies in the same system because they were really good planets, both Class V. 54), Nexerelin Compatible (Read 280182 times) Zudgemud. The raid cooldown is only like 1 or 2 days? The instability from looting will stack and (given enough marines) you can stack it to crazy non-recoverable amounts (I've gotten it down to So Hegemony tried to invade my biggest colony, but literally 10 days after the Remnant Raid arrived. Up to 600 points can be accumulated, affected by a variety of factors that mostly have to do I've decided to make my own for my current playthrough. It should be online before that first raid comes. Go dark and raid them for the goods you sold. If a colony has pirate activity for a long time, the instability builds up, and it can take a while to go away. Right after they left, I get a notification that the Persean League is sending a blockade. If you go at a bar of a planet that is affected by Hegemony tries to AI inspect your colonies, and if you want to have more than 14 (10 with nexerelin extra admin limit and 4 for you with skills) then you'll need to pay money to keep them from causing trouble. Those are the only ones fit for combat. But the colony was never attacked, or bombed, or anything, and my system fast pickets are still around. Raid them Repeat 1-2 until you have 5k goods. r/starsector (although the pirates will still sometimes raid the hyperspace around your colonies). Being the largest faction, as well as Noob question here - I see lots of talk about people with huge colonies, colonies in multiple systems, galaxy-spanning empires of colonies. Average Starsector transponder off moment What raiding for your own protection feels like: 2:01. If you're below the threshold everywhere, they'll ignore you. Traders are most of the time innocents. With a high command, you can even leave some artifacts in and the pather will be a little bit angy, but your high command will Once you can clear out the fleets around the pirate raiding bases (I prefer to have 2 sunders, 3 hammerheads, 2-4 herons; and a speedy interseptor like hyperion for pursuit battles) you can take 500 marines + 5 ground support ships and raid them every 3 days (to get rid of their increased readiness due to recent raids) for 1k supplies peer raid. If you don't the only viable colony you can make is a farming + organics + light industry colony on a habitable planet near the core systems. 10% of gross income is $600-$1000 a month-- practically nothing. Personally i pay them 1mil to fuck off but toward late game they are kind So i started a 0. Since the collapse, Tri Yes, No, maybe, and sortof. Habitable worlds, which are cheap to run, and produce food and light industry. There are also new setting. Sindria is resolved by stealing the Synchrotron Core on Sindria. There you can spend 1 story point, 1 million credits, 1000 lobsters, or a high/very high contact to make a deal with the pirate queen to stop the raids on your colonies. 2D RPG/Trade/Fleet Combat Game (being 1 for each gamma, 2 for each beta, and 4 for each alpha present on your colony when Just let the pirates raid your base, it'll temporarily set you back but nothing too serious. -Then I tried to invade a jucy colony - wait! It goes directly to the commission The real danger is if the raid is part of continual pirate activity due to a nearby pirate base. By depriving a colony of supplies/food for 3 months, a lot of people would die, deppending on the colony size. If you manage to get to friendly then even when they raid a system, they will not inflict penalties on your colonies or raid your trade fleet or planets. At this point in my first real playthrough I have two really good planets in the same system pumping out everything except fuel and making something like 500k combined per month. r/starsector ADMIN MOD what planets can you raid for blueprints? Noob here. I don't want to babysit my colony for long so right after spaceport I plop down a starbase and upgrade it. Once you enter, "Consider your military options" -> "Launch Raid" -> "Try to acquire valuables" -> Select the colony item and launch the raid. Seems like overkill Your colony can also trade Drugs and Organs if it's set to a Free Port, which also increase growth over time, but reduces the stability of your colony. You get pirate activity and raids the from the moment a colony exists. Turns out that when you raid a faction to hell and back they can only produce ships with 5 D-Mods for a cycle or two. You want to set up colonies when you A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. A dispersed, semi-autonomous network of small, hidden weapon installations which makes the prospect of a direct ground assault and even simple raids extremely costly to the attacker. To even create one, you need a solid colonial foundation that can supply you with the means to do so. I have a colony I'm trying hard to develop, but it keeps getting raided, which ruins its stability. Starsector (formerly . looking for yellow beacons to get sync cores, pristine forges, some ai cores, and other blueprints. 97 full vanilla playthorugh to check out the new content. Greetings Starfarer, Ashes of the Domain is a megamod centered on greatly enhancing and extending the colony-building aspect of Starsector. League - They will take interest if you have 2 colonies or one colony of size 5. Personally, I'd never start colonizing before having a fleet with at least a couple capitals and 2+ millions in the bank. I mostly never opt to tactically bombard a colony unless I absolutely have to (increasing cost due to deployment and marine casualties). Holding systems early on when you don't have multi planet colonies Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience? I will list the colony mods that I could find on the mod index site. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Hostile activity is not affected by distance between colonies in any way, and every colony reveals slipstreams around its system once you get enough topography. I have 2 colonies, both of which I built with a space station, a heavy ground Go to starsector r/starsector. First, the player needs to Yes but its passive income. Also you can sell them food and organics on the open market up to their shortage They also said it was important to colonize near the core worlds and not on the edge of the sector for the sake of accessibility. However you can choose to do it earlier if you're happy with your income stream. Persean League is resolved permanently by getting a commission with them and paying 20% of your colony income as tax. I got an entire system of 4 colonies, 3 of which are now in the negatives and one barely winning against the raids until I come in to reinforce. Planetary defenses are separate, and can be increased by colony size, buildings and one new installable item. Reply reply ComradSupreme I don’t see the point as red planet shields + batteries + star fortress + patrol HQ are enough to turn away any raid I’ve seen. Are you raiding them, or are they raiding you? Are you raiding a random base, or one of the named core bases? If they're raiding you, you don't need any. However, the nearest Pather colony won't let me invade it. Bases have the basic functionality of a market and have a station for protection. get a fat chunk of cash first colonize something Marines are used to perform raid operations. Also profit is for tri-tachyon, while just blowing up the mercenaries is an option, there are other, easier ways to get the company to back off. 95 and later, most threats do not appear till the Expeditions of this kind were removed in Starsector 0. Pirates have low quality and poor equipment and will likely split thier forces, when in system. The second pretty clear way is raiding, as raiding with a significant enough force will create a shortage of a couple units. Learn how much you can take on, be a little risky about it, and don't be afraid of losing a few craft for the Go to starsector r/starsector. I raided a faction's orbital works like 10 times with 10k marines, got a pristine nano-forge on the tenth raid, then checked the colony information and found out they have more than one. I would recommend you to start a colony from building the defenses. It used to be called Starfarer. r/starsector. iirc fuel production and farming can be lucrative too. This is very worth it for new or small colonies. Even if you eradicate all their colonies they will still get sleeper agents into your colonies. 2D RPG/Trade/Fleet Combat Game Members when you leave the system and go into warp mode there is warp gate which leads you directly to the pirate colony so i decided to launch a raid and then a tactical bombardment, it only disables the colony and the saturation A colony is almost always profitable UNLESS it gets disrupred. 2D RPG/Trade/Fleet Combat Game Members Online • RaptorCanFly You should still make more than enough to pay off all the factions that try to raid/inspect you if you plan your colonies well. Author Topic: [0. Bring either lots of money or a colony item like a Dealmaker Holosuite or, if you're Three types of colonizable planets. And yeah, as the others in this post have said, exploration missions literally spawn probes/habitats/research stations for you. Colony stability, colony access, pirate raids, shortages, industry upkeep etc. Space capitalism is way more fun than real capitalism. I've killed a bunch of fleets one after another thinking this must be the last one by the 4th fleet, only to find another OP fleet smashing one of my battle stations. zip file from the link Some industries, all colony items and ai cores give you points towards their interest. I think Eochu Bres and Culann are the only worlds Tri-Tach has left in my current run. Go to starsector r/starsector. That reduces pather aggression. Safe 200k at worst Reply reply [deleted] • Then sell the Marine to chalcedonian for some extra bucket (or keep it if you want elite marines) Average Starsector transponder off moment upvotes Go to starsector r/starsector. r/starsector ADMIN MOD [Nexerelin] Invasions, Commisions and raiding - The mod & game is furstrating some times for no reason. The raid status will stay up until every last pirate in a raid has retreated, been defeated, or the origin pirate base is destroyed, After 400 hours of starsector, I realized you can scavenge the Starsector (formerly . Option three that might be a bit late, is to find a high-value planets in a claimed systems, get a commission with the system-owner (highest size colony in the system) then colonize a planet Better Colonies is a mod for those who enjoy a better lightweight colony experience. Sometimes a neutral trade fleet bringing stuff to your colonies get intercepted and dies from pirates and causes a trade disruption. Before launching the raid, if you did not enter undetected, there will be a warning message Pirates, Luddic Path, Hegemony Inspections, Tri-Tachyon Commerce Raids, and the ever jealous League. you're not gonna lose the colony from just a raid. Whelp, my plan worked but at a grave cost to the sector. s. You question really is two parts, local demand and colony production. The pirates because pirate raids were never the problem with pirate bases in the 15 votes, 20 comments. Starsector > General Discussion > Colony Threat event You just don't want to be lingering in -3/-4 because that'll really hurt early colonies. Share Add a Comment. Sometimes your own trade fleets will head to the core, get intercepted by a massive pirate raid, and you lose the trade fleet. Even if it gets conquered (Nex), you lose access to it, but upon recapturing you will find everything is still in there and perfectly intact. namely, doing some commerce raiding of your own. That is, when a raid is successful the time between raids get reduced, so you want to strive to stop them from being chained successes. 2D RPG/Trade/Fleet Combat Game Members sometimes the planets with the fleets and defences are really far away from the less protected colonies and when a raid inevitably comes, it will be able to quickly jump in the system and attack the defenseless colony before "The Usurpers" is a campaign mission in Starsector. Only overwhelming orbital bombardment or massively disproportionate active screening can suppress these defenses. Tri-Tachyon: Commerce raiding -Situation still developing. In Starsector 0. Killing the station destroys the base, although a new base will spawn in time. ignore until you have a booming colony. Page content is under the Creative Commons Attribution-ShareAlike 4. 0 Go to starsector r/starsector. Open comment sort options Reply reply SpaceMarine_CR • Be in any market. That is an IRL example. So that gives you 2 remaining slots to Or, if you want the really cheap option, get some mercs for supplies and just raid a nearby colony for those, then take a trip to a fuel colony. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Stealing an existing one from a faction in a raid. Once you get established with your 3 worlds then you can branch off and find better worlds (max resources From my experience items in storage are never lost, as long as the colony exists. Do you have 10 capital ships, multiple well defended colonies and (at least) 1000 marines? If yes you can raid military planets of major factions, they often drop blueprints to their own ship designs (including ones that are ultra rare like XIV battlegroup). Marines gain experience when used on raids, and combining higher-ranked marines with lower will even out the experience between them. To expand on this, they care on a per-colony basis. I followed that but my colonies on the last two saves were bad because the best system somewhat near the core I played a ton of starsector but never made a colony. You will get 2-3 times more than you sold to them in the first place 5. It begins when a colony is established by the player. Additionally, whereas pirates tend to just raid systems, a well off faction may try other tactics such as invasions, raids, (in the case of Hegemony) more frequent inspections, and even saturation bombardments that can end in colony extinction if the bombardment fleet(s) aren't dealt with before reaching the colony and getting through any defenses. Hegemony inspection gets into system. It shouldn't be that hard of a fight. The Luddic path has been a pain in the ass with their sleeper cells, so I want to wipe them out. Higher raid effectiveness increases the loot acquired, industry disruption le A massive Mercenary raid will be sent to raid one of your systems, where they would raid every player colony in it, disrupting all industries. It is a mod divided into four modules Virtues of Pirate Bases are built by the pirates in uninhabited star systems. personal bounty - you get a choice between easy/medium/hard bounties you can take From personal experience, the only way to get 2000 domain-era artifacts reliably is to create your own colony with the right industry to supply it, and a lot of credits to 'buy' them from the commodity stockpiles. Then make the deal. After 1 or 2 in-game years colony will decivilize and die because they can't bring resources and have 0 stability (raid of a spaceport turns it off for a year). I founded a couple of colonies afer i got a reasonably powerful fleet and some colony items, but as soon as i have started turning profits i got a feeling that EVERYONE Marines are used to perform raid operations. As the hostile activity level goes up, your colonies get some penalties, and you can make Best way to solve pirate crisis is to pay 1M credits or 1K lobsters to Kanta and get 20% accessibility. You might not have this in Early Game. jprcpf zax pnwke xllgst pzjl hwmabv qtaxmvqc ldphf bxxsemj hctts