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 jaking either the best indie space game people don’t know about or the best indie space game people here aren’t talking. Since there’s no thread about it, and since the next release 0. The official line is: «You take the role of a space captain seeking fortune and glory however you choose. Soon, you will coloony be able to manage a faction and colonies.

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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 of 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 of them lightly populated by the now decivilized colonists who were unable to leave. 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 them. 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 of 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 name but a few thousand credits, a small crew, and a few combat capable frigates 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.

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In time, you may even be able to start your own personal colonies and faction. With sheer firepower, clever tactics, and no small amount of luck, you will eventually grow in power such that you will have the capacity to decide the fate of the factions, be that unifying them 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 objectives 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 Mechanic , it actually works well due to some rather good AI. Larger battles have an element of Capture the Flag to them, with various types of control points appearing on the map that give bonuses when captured. Taking them grants more command points, extra fleet points to call in reinforcements from your main army, and even direct boosts to your fleet such as maneuvering bonuses and radar extension. Capturing these early and preventing your enemy from doing the same helps to turn the tide of battle in your favor immensely. The game is still in early development, with new versions arriving every few months.

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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.

Discussion in ‘ Gaming Discussion ‘ started by Ai chan , Aug 10, Log in. Novel Updates Forum. Tags: ai chan is a gamer girl ai chan is your goddess evil free full game play game starsector. Ai-chan has mentioned this some months before when they started to finalize the final features of the game. And now Ai-chan talks about this again, because it’s an awesome game and why the fuck not? Also because some youtuber made a kickass video about the game. Become a trader, a bounty hunter, a pirate or a mafia boss, or you can also be the scrub who gets owned by everyone else. Buy a ship, arm it to the teeth, kick pirate ass. Or make a colony, build a ship, build kickass weapons, arm your quality ships with kickass weapons and pick fights with one of the major governments. Screw it! Build a ship, arm with kickass weapons, and picks fights with everyone.

Colony size provides a scaling bonus to fleet sizes, with larger colonies providing significantly larger patrol fleets. Powered by SMF 2. Be careful the warning is not highlighted and is relative far at the top of the screen. This costs the same as bribing a typical expedition. Though it can be improved later through a variety of methods, the base Accessibility of a planet is a crucial statistic in considering the viability of a colony there. Quote from: Megas on November 27, , AM. These patrols will attempt to safeguard the system the colony is contained in, as well as the immediate area around any hyperspace exits. Costs occur from industry maintenance, which is impacted by hazard rating so low hazard worlds are desirable to keep costs down. Darloth Admiral Posts: This includes certain industries especially when they become larger, and the use of AI cores, with particular anger at the use of Alpha Cores as administrators.

In Duzahk there are 2 habitable planets:. Directly interrupting an expedition will cost the player 5 reputation with moneu aggressing faction, though will prevent any negative impacts on the colony. The Stability of a colony, as implied, is the marker of how stable the colony is. A planet with no ore, Transplutonic OreOrganics or dtarsector, for instance, cannot build the Mining industry at all. First, however, a quick aside on game design. 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. If these pieces of pristine pre-collapse technology are dismantled there is no way to get them back, although a Makeshift version can be built in its place. Fortunately, a single base will often attempt to supply cells on multiple colonies which can reveal their location on the Intel screen. The effect of growth clony on the total growth rate decreases starsectlr the colony size increases, leading to a longer time between size increases as the colony’s size grows. Note: The Volturn colony under the player’s control does not export Lobsters.

First, however, a quick aside on game design. The idea is that colonies 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, the planets 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 feel like a bit of an achievement.

In a similar vein, you can also rename your colonies at any time. Building an industry — such as Mining — costs credits and takes some time. Industries and structures can be shut down for a refund of most of their credit cost. All industries can be enhanced by assigning an AI core to help manage it.

The exact effects will vary in some cases — for example, for Mining, an Alpha Core will increase resource output by 1, but that sort of bonus is not at all helpful for a battlestation.

Of course, the use of AI technology is a contentious issue in the Sector, and various parties may take an active interest in their industrial application. Commerce also adds a small amount of passive income. Clicking on a colony in this list brings up the market info screen, where you can manage it. Note that this screen allows you to interact with a colony remotely.

Since building industries costs credits instead of more tangible resources, you can order industries built, upgraded, shut down, and so on without actually being. Installing AI cores to enhance an industry is the only action so far that requires a physical item. Finally, crew, officers, and planetary administrators more on those in a bit all draw salaries.

In the case of crew, the salary is small and is mainly there to make crew feel a bit less like cargo. For officers and administrators, the salaries starsector making money colony more significant.

At the start of the game, before the player establishes an outpost, the balance of income vs expenses will be negative — to the tune of a little under credits per month. This is not negligible, but it might even be balanced out entirely by the more reliable and lower prices of supplies and fuel this being due to the new economy simulation. The main point I want to make here is that monthly income and expenses are meant to give you credits to spend on what will hopefully be multiple end-game activities, rather than to make the game more difficult or punishing, although it certainly could be used for that as.

The player can also hire a limited number of administrators to manage their colonies for. Administrator Skills So, aside from taking the task of governing a colony off your hands, do administrators do anything to improve its performance? In some cases, the answer is no, and their hiring cost and salary are low to reflect.

Other administrators, as well as the player, have access to certain colony-and-waystation boosting skills. Industrial Planning Found under Industry, this skill boosts production and income. Fleet Logistics An existing skill under Leadership, this gets additional bonuses to outposts — increasing their reach, shipping capacity, and the size of the fleets they produce.

In addition, an Alpha Core can be assigned to govern an outpost. It has all 3 skills maxed, draws no salary, and is not subject to the normal administrator limit. An option that makes all the other choices terrible in comparison, with no apparent downside? Seems like poor design, if you ask me. Tags:administratorAI corealpha corecampaigncolonywaystation. The choice of administrator, then, will be: Unskilled — cheap, but provides no bonuses A pick to enhance either income, offense, or defense A 2-skill admin, with a higher monthly salary, and difficult to find as well — useful for larger colonies, probably not as economic for smaller ones In addition, an Alpha Core can be assigned to govern an outpost.

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Bounty Hunting guide, make money and capture ships — Starsector


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