I apologize for the confusing title. I named this video Beginners guide because that is what it is. It covers exploration to colonizing your first planet. I renamed the previous "beginner's guide" to intermediate because that one was more advanced than this one. That guide covers your colonies after you already have a few established. If you need the intermediate colony guide here it is: ruclips.net/video/6gmp9K4xlaw/видео.html
"It all feeds into each other. Farming feeds the planet (literally), mining feeds the industry, industry feeds commerce, and commerce? Commerce feeds my wallet." Great, now I know the mid-game stuff of a game I don't even own. Amazing video!
4:39 - I meant to talk about domain artifacts here, but it didnt make it into the video. Domain artifacts provide fantastic bonuses to your planets, but certain requirements must be met. The "No Atmosphere" modifier is a requirement for many domain artifacts.
*by ‘many’, its Catalytic Core and Synchrotron. Nanoforges cause pollution on Habitable Worlds so you might as well also build Heavy Industry on No Atmo planets with the rest of your industry. Other items require Heat/Extreme Heat, a gas giant, Habitable, not Habitable, no volatiles/rare ore + Farmland, no Extreme Weather/Tectonics, and more. Without knowing every requirement in advance or already having the items beforehand its nearly impossible to plan out colonization perfectly. All the items and their requirements can be found on the wiki if one wants to know.
One of my favorite worlds ever was a Toxic world with Common Organics, Abundant Rare Ore, Rich Ore, and Abundant Volatiles. Suffice it to say I slapped an Autonomous Mantle Bore on the planet and it was something else to behold, a single mining industry producing all four mining resources with that glorious +3 to the production of Organics, Ore, and Rare Ore. In the same system was a Low-gravity Jungle world with bountiful farmland and an orbital solar array which I ran with soil nanites. Icing on the cake was a domain-era cryosleeper 2.2 light years away.
Yeah, basically, because of the existance of those special items, if you want to minmax like I do, the main type of planets you'll ultimately want and be looking for are: -Extreme heat and no atmosphere (preferably with plenty ore, too), so to put refining, fuel production, orbital works and a military base all conveniently in one place (or/and mining, too, if there's enough ores to be worth); -Habitable ones either *without* rare ore and volatiles and with plenty farmland, or/and with lots of organics (best if you can fullfill both conditions), so to have somewhere where to produce food and/or domestic and rare commodities (and drugs, too, if you will, *wink wink*) and make tons of cash at (especially if you put up Commerce, too); -Gas giants with plenty volatiles and possibly with the least hazard possible, usually either the 150% ones with only the high gravity condition (though also 175% or even 200% ones are fine), but if you are really lucky, with what I think is the Unknown Skies mod you can get even lower if you can find one with a floating continent condition (also usually not worth much to go for the ones that have the dark and cold, extreme or not, conditions, since what you get from them even at +2 and with the dynamo will usually be either all or almost all eaten up by the orbital lamp, unless you can in some way increase volatiles production even further); -Any non-hab planet with plenty regular and rare ore, best if without atmosphere so that you can also do refining, orbital works, and fuel production all at the same place (and again, like in the first case, and/or military too if it has extreme heat). Also, you can force the extreme heat condition, if you want, if you use an orbital lamp on them (and can provide enough volatiles to make it run full force), though I don't remember if this is doable in vanilla too, so take this with a grain of salt; -Cryovolcanic and ice worlds that have as many ores and volatiles as possible, as in my experience, I've found many of them having plenty of these 3 resources. Can usually slap a lamp on them, too, if you want, as they often are dark and cold, though that usually nullifies volatiles production, but at least in turn gives usually a low haz non-hab world where to mine lots of ores at (seen many cases where they only have dark and cold conditions, and so can bring them to 100%, or even lower if you have the Unknown Skies mod and find one of these with the sub-ice bedrock condition). Also, extra conditions you may be looking for, for these planets: -No extreme weather, and no extreme tectonic activity, so that you can use the fullerene spool too; -Within 10 lyrs of a coronal hypershunt; -Within 10 lyrs of a cryosleeper ship; -Extensive or Vast Ruins, for Tech Mining; -A low hazard rating is always a big plus, obviously, but so is the quantity of resources and accessibility, so gotta always consider and weight these three; -If you have the Industrial Evolution mod, them having either an ancient laboratory, hull deconstructor or a nanoforge is really nice, especially if you can find a lab on a planet without atmosphere due to the boost to fuel and ship components production it gives. Also another awesome one, is if the planet has an orbital artillery station, especially if it's one of those no atmo and extreme heat worlds, making it easily a pretty sweet military planet, and if you find a good lone world with a translocator, then you can move it to somewhere more convenient, such as into a system you may be already in or closer to the core worlds or to your systems; -If you have Unknown Skies, there's a bunch of neat conditions: space accelerators and religious landmarks for accessibility boost, pre-collapse military base and military virus for a nice bonus in military production, the aforementioned floating continent one if you find a good gas giant and accessible sub-ice bedrock for cryo and ice (and also crashed terraforming drone, though I often find this one in unremarkable crappy planets) for lowered hazard rating, the parasitic spores and hallucinogenic fungus (especially the latter as it boosts drug production but lessens stability, but also the former as it forces base planet stability to 5, though lessens production) to nullify drug demand, and if you can find a good magnetic world, then get it, as the defense boost those ones get is pretty nuts (artificial and dust worlds give pretty big defence boosts too, but usually tend to get pretty crappy stats in my experience, and the underground tunnel network condition seems to often spawn at crappy planets too).
@@Tentites Had a very similar experience once, except it was a relatively "low" hazard (150%, only had a toxic atmosphere) toxic world with +2 volatiles, right next to the core systems, and within the 10 lyrs of an hypershunt. Quickly turned it into a fuel production planet with a military base and commerce, and held onto it until the very end of the playthrough. I loved that tiny little planet so much, made it into my de-facto main base of operations.
I like that there are different advantages and drawbacks to having many planets in a single system, versus many spread out planets. One is best for profit and safety, the other is better for further exploration. Good depth. I'm excited about the potential future mechanics including gateways and hypershunt taps.
Certain Accessibility is required for import/export volume. In order to import/export all ‘y’ units of commodities from/to other factions, you need y*10 accessibility. 59 access will allow import/export of 5 units of all commodities. For imports/exports within your own faction, you effectively add 50 accessibility for that purpose. More access beyond what’s required for import/export still increases market share, and thus revenue.
You should make a video about trade, it's easy to get wrong, and easy to make millions of profit when factions are at war. Buy at a discount, sell at x3 the price. Discounts can happen after trade missions you do, because of over supply. You also need to mention the suspicion level and how to balance it if you don't pick the stealth route. You also get less inspection if you have good relationships with the faction.
I just started playing Starsector, still figuring out how all the systems work with one another, and colonization is an area I'd like to move into soon! Your guide gave me a lot of insight into potential next steps instead of flying around the sector without any set goals! First playthrough, I thought I was doing pretty well money wise (like 200k in the bank, a modestly successful fleet, and a few officers kicking around) on month 8 or so, then I see your 38 million and just think to myself, I know nothing yet, lol!
holy shit by jumping around in the time line I noticed that the planets in the planet list are actually spinning. I never noticed that before in all my playthroughs lul
John 3:16 New International Version 16 For God so loved(A) the world that he gave(B) his one and only Son,(C) that whoever believes(D) in him shall not perish but have eternal life.(E)
Thanks so much for all this quality content, you’ve been my very special helper ever since I started playing last week. This game is so good, especially with good guides to help figure things out
Well, I recently got one colony up to just under 700k... like 690... I have been obsessed with Penelope's star system, this save ismara the outermost was class 5, and had +3 rare +0 common and +2volatiles... Spool, mantle bore, holosuite, pristine nanoforge, one improvement and ai core on commerce... blamo almost 700k. My previous best was 450k. Transplitonic ore is highest export at almost 95k.
This particular save has a sucky thrinakia with 275 Hazzard, and poor ores... doesn't matter, I just started using it because I have 5 cryothermic cores... and it is hot there... not even gonna put commerce on it... max stability and project power because as it was I was getting losses shipments and I want that over. I was thinking of using another planet which is only regular hot with no atmosphere... but I want to max fleet size... those pirates are going to avoid my area.
Good vid. I subscribed and will now do some binge watching. Getting the hang of the game, but still pretty new. I have learned that the game AI is better at ship combat than I generally am (I am THAT bad!) If I design the ships for the AI, it's does a decent jobs. But I prefer sneaking around a lot anyway.
In 0.95.1a-RCC6 there is no more Colony Management skill to give the player +1 colony/+1 Administrator. That's now 2 for you and 3 Admins for 5 total. It seems that total colonies managed was reduced. Have you seen this and how does it change your total colonization strategy? Is this forcing us to use AI cores for managers for additional colonies?
It doesn't change much, it just means that your colonies aren't as profitable as they were in the previous release. It's not much of a issue though, they still are very very good sources of credits.
Would you ever consider doing a pirate run guide? It's something I rarely see discussed, and I don't even know how viable it is in vanilla, but it would be neat to see the inverted side of Starsector and maybe even a fun guide for veteran players looking for something new. It'd be nice to see how to play as one considering that having so much hostility in the core worlds might infringe on properly trading (even as a transponder-off bandit), and how to even get off the ground if you're trying to play as the easiest to fight entity in the sector.
@@GrumpyThumperGaming Yeah pretty much so, alongside all the things you'll have to account for when you're pretty much allying with pirates (ie how do you still make ends meat?). And perhaps even discussing what you would have to adjust playstyle-wise since your rep with the core factions may fluctuate or even tank with some of the decisions you can make. I tried going that route a couple times, but since I rely heavily on trading as my main income, I found it rather hard to survive since in the end you pretty much are a scavenger having to fight for your right to exist (even more so than usual).
@@McGuffin56 Don't count smuggling illegal goods (on at least one end of the trip) as trading and money won't be an issue. Black market only trading would be another idea. This would make it challenging since you'd be pretty much always under extreme suspicion in the core worlds.
You can safely settle core worlds of you join the faction that has the system claim first. It only takes one miserable lifeless rock and a nanoforge to conquer the system. Join the faction, build a military industrial powerhouse colony then leave the faction then conquer the faction. Or you can take out the Panthers or the pirates. In my game I started in Askja and reclaimed the Thulian Raider Base and formed the Thulian Star Khanate. Hehehe...
First planet I found after a long time surveying was uultrarich ore deposits and ruins. I just took it. Cause there were research, mining stations plus 3 stable location. After 4 months game time I was making 10 k profit. And in a year it at stability 10 . With colony size 4 and free port. Later I found earth. Literally class 5 earth planet. I am ccolonize it
@@GrumpyThumperGaming Thanks, good to know! I tried old galaxy for my current playthrough. It is alright, but habitable worlds, which are more abundant, aren't necessarily resource rich worlds. Might try new galaxy next time.
This content is very good. I wish it was more scripted though, even on 2x speed i feel like it took a while to get through. I am very grateful nonetheless
@@MisterG_Gaming so I have a new flagship now. XD an afflictor with 3 anti matter blaster. Its so good. I hope they dont nerf it. plus I followed your build with the scarabs and went to a high danger remnant. I brought some capital ships too, It wasnt easy but I can feel the power of your build. THANKS G!!
@@johnpilapil9250 Good choice to pick a phase ship as your main. It's great fun. I plan to use Ziggy and 2 herons instead, dropping my tempest support, sunder and paragon. Does your afflictor have SO?
@@MisterG_Gaming ahH the ziggy. I have a love hate relationship with thats ship XD Its slow as fuck but its so unique and that sound when you press F! nope no SO on afflictor. ruclips.net/video/a92QNymZ42o/видео.html thats the build i fell in love with :D
@@johnpilapil9250 Pretty good build with phase anchor. Afflictor is a commun ship in the market, not as rare like Hyperion and Scarab, so good for early game. What I dislike on a paragon compare to Ziggy is the beams when you use frigates. AI always want to be in your sight of fire. We will see when I will do the Doritos deadless or not.
Can anyone tell me. Is there a difference between having a Cryoarithmetic Engine and a Nanoforge on one planet or can we have production on one planet and a command center on the other? That is, there will be no ship production on the planet with the command center, it will import them from the neighboring planet.
If you can find a ultra rich metals and rich rare metals your planet will be profitable from size 3 even if you have no food/organics and 200 hazard without beacon. I found one such planet as a irradiated world it netted me in the order of 10k as size 3 and roughly 20-40k size 4. side note I do have a good colony manager ( the level 3 kind) but I do not have any AI's running stuff.
The automated core borer artifact produces 3 additional resources in non-habitable planets, making volcanic worlds with size 3 colonies still profitable. In a multi-planet system, the accessibility increase with other colonies nearby allows a larger share of the market.
Thank you for your guides, really makes it easier to get into the game. I have a question though, at 4:36 you said you like to have hot climate and no athmosphere on your barren world and you'd get to why later, but I think you never did (but maybe I missed it). Could you expand on why those modifiers are beneficial on barren worlds?
No atmosphere allows use of Synchrotron Cores to boost fuel. Hot/Extreme Heat allows use of Cryoarithmetic Engine which increases fleet size for that world.
So have a mod that adds a the world of kassadar. They have a jungle planet(rich ore,rich organics, 100% hazard) which i colonized, i put a space elevator, mining, light industry and soon refining. Then i colonized a barren world where i built my fuel industry and synchcronion core and heavy industry. All my industries have AIs. Unfortunately, kassadar doesn’t really like me taking their claimed planets…I AM GOING TO INVADE THEM. Those guys are a hive world with orbital works and other industries. Their mine. In the other systems every planet is a barren or cryogenic, but all S-tier worlds. The EMPIRE OF THE HAND IS COMING
How to deal with Luddic Path cells? Can I just ignore them or do I need to plan in advance (a single planet for heavy ind+pristine nanoforge, one for mining+military+cryo, etc)?
In vanilla you have to blow up the base supporting the agents. To find the hidden base, go to the bar of the affected planet and talk to a Pather. They'll sell you its location for $10,000 credits.
Is it possible to supply the colony, bring the crew manually, with the help of ship-liners. It seems to me that the arrival of 8-9 thousand people in order to quickly raise the rank of the colony from 3 to 4 is justified. Naturally, if this is works.
@@GrumpyThumperGaming This doesn't work even if you leave the crew in RESOURCES and not in the storage with guns and enable the use of resources from the storage? It's just that when I take the crew from storage, I pay for it at the end of the month.
@@GrumpyThumperGaming Using the fact that you are here, can you answer why I often came across the mention that heavy engineering and ship production is best done on uninhabitable worlds? Does it have something to do with the modules that are being built into the manufacturing industry? In fact you should have 1 world with atmosphere and organics (farm, mining, light industry, commerce) 1 non-atmosphere world with rare ore and just ore (mining, processing, heavy industry, orbital ship factories) and 1 gas giant with gas production and fuel production.
Two reasons: 1) You can build the entire chain of production on one colony (mining -> refinery -> heavy industry), significantly reducing upkeep cost. 2) The nanoforges produce pollution on habitable worlds which reduces pop growth rate.
Yes, your planets will trade with each other. If you hover over the icons you'll see that you pay a significant premium for out of faction deliveries, half cost for in faction, and no cost for same planet.
I disagree with building battle stations and ground defences first. They simply aren’t very necessary, especially at the beginning. I would recommend some industries
@@GrumpyThumperGaming true, but your colonies aren’t usually targeted at the beginning. Also, the player might not be very rich when establishing their first colony and running defences before having any industry will further drain their money
I like the game, watched some guides, disliked this video by accident cuz I'm on a phone, changed it to a like. Done! Now I'm gonna save this video for later and now I'm gonna start over again cuz all of the planets in my save are way too far. Sad. XD
I apologize for the confusing title. I named this video Beginners guide because that is what it is. It covers exploration to colonizing your first planet. I renamed the previous "beginner's guide" to intermediate because that one was more advanced than this one. That guide covers your colonies after you already have a few established. If you need the intermediate colony guide here it is:
ruclips.net/video/6gmp9K4xlaw/видео.html
Great guide thanks for sharing... tho I have to say u dont live up to the great name of MR Grumpy lol ... All jokes aside this was really helpful.
"It all feeds into each other. Farming feeds the planet (literally), mining feeds the industry, industry feeds commerce, and commerce? Commerce feeds my wallet."
Great, now I know the mid-game stuff of a game I don't even own. Amazing video!
The Hegemony would like to speak to you.
_pulls out several [REDACTED] ships piloted by alpha cores_
Yes, I'm listening 👂
"I'm gonna pay you 1 million credits to fuck off."
@@johnsomebody3627 😂😂
You're the best Starsector content creator Thumper! I'm glad you're doing this just in time when I had time to play. More power to your channel!
4:39 - I meant to talk about domain artifacts here, but it didnt make it into the video. Domain artifacts provide fantastic bonuses to your planets, but certain requirements must be met. The "No Atmosphere" modifier is a requirement for many domain artifacts.
*by ‘many’, its Catalytic Core and Synchrotron. Nanoforges cause pollution on Habitable Worlds so you might as well also build Heavy Industry on No Atmo planets with the rest of your industry. Other items require Heat/Extreme Heat, a gas giant, Habitable, not Habitable, no volatiles/rare ore + Farmland, no Extreme Weather/Tectonics, and more. Without knowing every requirement in advance or already having the items beforehand its nearly impossible to plan out colonization perfectly. All the items and their requirements can be found on the wiki if one wants to know.
One of my favorite worlds ever was a Toxic world with Common Organics, Abundant Rare Ore, Rich Ore, and Abundant Volatiles. Suffice it to say I slapped an Autonomous Mantle Bore on the planet and it was something else to behold, a single mining industry producing all four mining resources with that glorious +3 to the production of Organics, Ore, and Rare Ore.
In the same system was a Low-gravity Jungle world with bountiful farmland and an orbital solar array which I ran with soil nanites.
Icing on the cake was a domain-era cryosleeper 2.2 light years away.
Yeah, basically, because of the existance of those special items, if you want to minmax like I do, the main type of planets you'll ultimately want and be looking for are:
-Extreme heat and no atmosphere (preferably with plenty ore, too), so to put refining, fuel production, orbital works and a military base all conveniently in one place (or/and mining, too, if there's enough ores to be worth);
-Habitable ones either *without* rare ore and volatiles and with plenty farmland, or/and with lots of organics (best if you can fullfill both conditions), so to have somewhere where to produce food and/or domestic and rare commodities (and drugs, too, if you will, *wink wink*) and make tons of cash at (especially if you put up Commerce, too);
-Gas giants with plenty volatiles and possibly with the least hazard possible, usually either the 150% ones with only the high gravity condition (though also 175% or even 200% ones are fine), but if you are really lucky, with what I think is the Unknown Skies mod you can get even lower if you can find one with a floating continent condition (also usually not worth much to go for the ones that have the dark and cold, extreme or not, conditions, since what you get from them even at +2 and with the dynamo will usually be either all or almost all eaten up by the orbital lamp, unless you can in some way increase volatiles production even further);
-Any non-hab planet with plenty regular and rare ore, best if without atmosphere so that you can also do refining, orbital works, and fuel production all at the same place (and again, like in the first case, and/or military too if it has extreme heat). Also, you can force the extreme heat condition, if you want, if you use an orbital lamp on them (and can provide enough volatiles to make it run full force), though I don't remember if this is doable in vanilla too, so take this with a grain of salt;
-Cryovolcanic and ice worlds that have as many ores and volatiles as possible, as in my experience, I've found many of them having plenty of these 3 resources. Can usually slap a lamp on them, too, if you want, as they often are dark and cold, though that usually nullifies volatiles production, but at least in turn gives usually a low haz non-hab world where to mine lots of ores at (seen many cases where they only have dark and cold conditions, and so can bring them to 100%, or even lower if you have the Unknown Skies mod and find one of these with the sub-ice bedrock condition).
Also, extra conditions you may be looking for, for these planets:
-No extreme weather, and no extreme tectonic activity, so that you can use the fullerene spool too;
-Within 10 lyrs of a coronal hypershunt;
-Within 10 lyrs of a cryosleeper ship;
-Extensive or Vast Ruins, for Tech Mining;
-A low hazard rating is always a big plus, obviously, but so is the quantity of resources and accessibility, so gotta always consider and weight these three;
-If you have the Industrial Evolution mod, them having either an ancient laboratory, hull deconstructor or a nanoforge is really nice, especially if you can find a lab on a planet without atmosphere due to the boost to fuel and ship components production it gives. Also another awesome one, is if the planet has an orbital artillery station, especially if it's one of those no atmo and extreme heat worlds, making it easily a pretty sweet military planet, and if you find a good lone world with a translocator, then you can move it to somewhere more convenient, such as into a system you may be already in or closer to the core worlds or to your systems;
-If you have Unknown Skies, there's a bunch of neat conditions: space accelerators and religious landmarks for accessibility boost, pre-collapse military base and military virus for a nice bonus in military production, the aforementioned floating continent one if you find a good gas giant and accessible sub-ice bedrock for cryo and ice (and also crashed terraforming drone, though I often find this one in unremarkable crappy planets) for lowered hazard rating, the parasitic spores and hallucinogenic fungus (especially the latter as it boosts drug production but lessens stability, but also the former as it forces base planet stability to 5, though lessens production) to nullify drug demand, and if you can find a good magnetic world, then get it, as the defense boost those ones get is pretty nuts (artificial and dust worlds give pretty big defence boosts too, but usually tend to get pretty crappy stats in my experience, and the underground tunnel network condition seems to often spawn at crappy planets too).
@@Tentites Had a very similar experience once, except it was a relatively "low" hazard (150%, only had a toxic atmosphere) toxic world with +2 volatiles, right next to the core systems, and within the 10 lyrs of an hypershunt. Quickly turned it into a fuel production planet with a military base and commerce, and held onto it until the very end of the playthrough. I loved that tiny little planet so much, made it into my de-facto main base of operations.
I like that there are different advantages and drawbacks to having many planets in a single system, versus many spread out planets. One is best for profit and safety, the other is better for further exploration. Good depth. I'm excited about the potential future mechanics including gateways and hypershunt taps.
Certain Accessibility is required for import/export volume. In order to import/export all ‘y’ units of commodities from/to other factions, you need y*10 accessibility. 59 access will allow import/export of 5 units of all commodities. For imports/exports within your own faction, you effectively add 50 accessibility for that purpose. More access beyond what’s required for import/export still increases market share, and thus revenue.
You should make a video about trade, it's easy to get wrong, and easy to make millions of profit when factions are at war. Buy at a discount, sell at x3 the price. Discounts can happen after trade missions you do, because of over supply.
You also need to mention the suspicion level and how to balance it if you don't pick the stealth route. You also get less inspection if you have good relationships with the faction.
I just started playing Starsector, still figuring out how all the systems work with one another, and colonization is an area I'd like to move into soon! Your guide gave me a lot of insight into potential next steps instead of flying around the sector without any set goals! First playthrough, I thought I was doing pretty well money wise (like 200k in the bank, a modestly successful fleet, and a few officers kicking around) on month 8 or so, then I see your 38 million and just think to myself, I know nothing yet, lol!
Oh boy did I need this video. I did not even know about the planet tab.
holy shit by jumping around in the time line I noticed that the planets in the planet list are actually spinning. I never noticed that before in all my playthroughs lul
John 3:16
New International Version
16 For God so loved(A) the world that he gave(B) his one and only Son,(C) that whoever believes(D) in him shall not perish but have eternal life.(E)
Churning out the vids like a machine, great work and very in depth.
Thanks so much for all this quality content, you’ve been my very special helper ever since I started playing last week. This game is so good, especially with good guides to help figure things out
Bro, really good starsector tutorial series. Thank you very much.
PS. I got this game because of Sseth
Thank you! just found a great system to settle and this guide helped me quite a bit
Great vid ... Would be cool to see a similar video on custom fitting ships.. why .. why not.. fleet composition..
I have several guides on ship design. Check out ship building CQC and Midline for good examples.
ruclips.net/p/PLnAw9aB7ShwjzmzPUv9fYoutVVTCoijJX
@@GrumpyThumperGaming .. awesome.. didn't even cross my mind to check.. thanks
Great videos man, I learned a lot. You made the game more fun for me.
Super helpful, you rock!
Well, I recently got one colony up to just under 700k... like 690...
I have been obsessed with Penelope's star system, this save ismara the outermost was class 5, and had +3 rare +0 common and +2volatiles...
Spool, mantle bore, holosuite, pristine nanoforge, one improvement and ai core on commerce... blamo almost 700k.
My previous best was 450k. Transplitonic ore is highest export at almost 95k.
This particular save has a sucky thrinakia with 275 Hazzard, and poor ores... doesn't matter, I just started using it because I have 5 cryothermic cores... and it is hot there... not even gonna put commerce on it... max stability and project power because as it was I was getting losses shipments and I want that over.
I was thinking of using another planet which is only regular hot with no atmosphere... but I want to max fleet size... those pirates are going to avoid my area.
Hey Grumpy. Thanks for all your videos. You explain in great detail and in depth.
Many Thanks and ofc i subscribe 😊👌🏾
thanks, glad it was helpful
Good vid. I subscribed and will now do some binge watching. Getting the hang of the game, but still pretty new. I have learned that the game AI is better at ship combat than I generally am (I am THAT bad!) If I design the ships for the AI, it's does a decent jobs. But I prefer sneaking around a lot anyway.
In 0.95.1a-RCC6 there is no more Colony Management skill to give the player +1 colony/+1 Administrator. That's now 2 for you and 3 Admins for 5 total. It seems that total colonies managed was reduced. Have you seen this and how does it change your total colonization strategy? Is this forcing us to use AI cores for managers for additional colonies?
It doesn't change much, it just means that your colonies aren't as profitable as they were in the previous release. It's not much of a issue though, they still are very very good sources of credits.
Would you ever consider doing a pirate run guide? It's something I rarely see discussed, and I don't even know how viable it is in vanilla, but it would be neat to see the inverted side of Starsector and maybe even a fun guide for veteran players looking for something new. It'd be nice to see how to play as one considering that having so much hostility in the core worlds might infringe on properly trading (even as a transponder-off bandit), and how to even get off the ground if you're trying to play as the easiest to fight entity in the sector.
A pirate run meaning you can only trade with pirates, correct? I was considering bringing my salvage run to youtube, which would be similar.
@@GrumpyThumperGaming Yeah pretty much so, alongside all the things you'll have to account for when you're pretty much allying with pirates (ie how do you still make ends meat?). And perhaps even discussing what you would have to adjust playstyle-wise since your rep with the core factions may fluctuate or even tank with some of the decisions you can make.
I tried going that route a couple times, but since I rely heavily on trading as my main income, I found it rather hard to survive since in the end you pretty much are a scavenger having to fight for your right to exist (even more so than usual).
@@McGuffin56 Don't count smuggling illegal goods (on at least one end of the trip) as trading and money won't be an issue. Black market only trading would be another idea. This would make it challenging since you'd be pretty much always under extreme suspicion in the core worlds.
Amazing starsector content!
You can safely settle core worlds of you join the faction that has the system claim first. It only takes one miserable lifeless rock and a nanoforge to conquer the system. Join the faction, build a military industrial powerhouse colony then leave the faction then conquer the faction. Or you can take out the Panthers or the pirates.
In my game I started in Askja and reclaimed the Thulian Raider Base and formed the Thulian Star Khanate. Hehehe...
First planet I found after a long time surveying was uultrarich ore deposits and ruins. I just took it. Cause there were research, mining stations plus 3 stable location.
After 4 months game time I was making 10 k profit. And in a year it at stability 10 . With colony size 4 and free port.
Later I found earth. Literally class 5 earth planet. I am ccolonize it
This was very helpful,
Thank you!!!
Nice one bro!
What age of galaxy (random, mixed, old new?) are you using and what are your preferences?
I use the mixed setting for age. It has a good balance of worlds, with habitable worlds being somewhat less common.
@@GrumpyThumperGaming Thanks, good to know! I tried old galaxy for my current playthrough. It is alright, but habitable worlds, which are more abundant, aren't necessarily resource rich worlds. Might try new galaxy next time.
This content is very good. I wish it was more scripted though, even on 2x speed i feel like it took a while to get through. I am very grateful nonetheless
I agree, I do intend to rerecord them with more concise information.
hell yeah!!! :D
Hope it's answer your question earlier. ;)
@@MisterG_Gaming so I have a new flagship now. XD an afflictor with 3 anti matter blaster. Its so good. I hope they dont nerf it. plus I followed your build with the scarabs and went to a high danger remnant. I brought some capital ships too, It wasnt easy but I can feel the power of your build. THANKS G!!
@@johnpilapil9250 Good choice to pick a phase ship as your main. It's great fun.
I plan to use Ziggy and 2 herons instead, dropping my tempest support, sunder and paragon.
Does your afflictor have SO?
@@MisterG_Gaming ahH the ziggy. I have a love hate relationship with thats ship XD Its slow as fuck but its so unique and that sound when you press F! nope no SO on afflictor. ruclips.net/video/a92QNymZ42o/видео.html thats the build i fell in love with :D
@@johnpilapil9250 Pretty good build with phase anchor. Afflictor is a commun ship in the market, not as rare like Hyperion and Scarab, so good for early game. What I dislike on a paragon compare to Ziggy is the beams when you use frigates. AI always want to be in your sight of fire. We will see when I will do the Doritos deadless or not.
What galaxy age do you start with? I have yet to find a star system with a planet other than desert that wasn’t full of remnants.
Usually mixed, but older tends to have better planets.
Can anyone tell me. Is there a difference between having a Cryoarithmetic Engine and a Nanoforge on one planet or can we have production on one planet and a command center on the other? That is, there will be no ship production on the planet with the command center, it will import them from the neighboring planet.
If you can find a ultra rich metals and rich rare metals your planet will be profitable from size 3 even if you have no food/organics and 200 hazard without beacon. I found one such planet as a irradiated world it netted me in the order of 10k as size 3 and roughly 20-40k size 4. side note I do have a good colony manager ( the level 3 kind) but I do not have any AI's running stuff.
The automated core borer artifact produces 3 additional resources in non-habitable planets, making volcanic worlds with size 3 colonies still profitable. In a multi-planet system, the accessibility increase with other colonies nearby allows a larger share of the market.
How could i be picky i have 1 terran and 2 water worlds on the whole map or iam just unlucky
8:50 ...and 5 story points, unless you aren't playing on the latest build. That's not nothing!
You should update for .96, when to build defenses and when to hold off. I tend to overbuild.
You're in luck. I just released the 0.96 hostile activity update with a new build guide.
Thank you for your guides, really makes it easier to get into the game. I have a question though, at 4:36 you said you like to have hot climate and no athmosphere on your barren world and you'd get to why later, but I think you never did (but maybe I missed it). Could you expand on why those modifiers are beneficial on barren worlds?
No atmosphere allows use of Synchrotron Cores to boost fuel.
Hot/Extreme Heat allows use of Cryoarithmetic Engine which increases fleet size for that world.
@@GrumpyThumperGaming Ah, alright, thank you :)
So have a mod that adds a the world of kassadar. They have a jungle planet(rich ore,rich organics, 100% hazard) which i colonized, i put a space elevator, mining, light industry and soon refining. Then i colonized a barren world where i built my fuel industry and synchcronion core and heavy industry. All my industries have AIs. Unfortunately, kassadar doesn’t really like me taking their claimed planets…I AM GOING TO INVADE THEM. Those guys are a hive world with orbital works and other industries. Their mine. In the other systems every planet is a barren or cryogenic, but all S-tier worlds. The EMPIRE OF THE HAND IS COMING
Alpha.Core and Hologramm to Commerce bursts you up to 450k. Per Planet.
How much money should I have before I start building a colony?
2-4M should be enough
How to deal with Luddic Path cells? Can I just ignore them or do I need to plan in advance (a single planet for heavy ind+pristine nanoforge, one for mining+military+cryo, etc)?
In vanilla you have to blow up the base supporting the agents. To find the hidden base, go to the bar of the affected planet and talk to a Pather. They'll sell you its location for $10,000 credits.
Rule of thumbs?
Yes 1 rule, many thumbs
Is it possible to supply the colony, bring the crew manually, with the help of ship-liners. It seems to me that the arrival of 8-9 thousand people in order to quickly raise the rank of the colony from 3 to 4 is justified. Naturally, if this is works.
No unfortunately it doesn't, but that would be a very nice addition to the game though.
@@GrumpyThumperGaming This doesn't work even if you leave the crew in RESOURCES and not in the storage with guns and enable the use of resources from the storage?
It's just that when I take the crew from storage, I pay for it at the end of the month.
Nope, those crew don't count towards colonists, so they don't affect growth rate.
@@GrumpyThumperGaming Using the fact that you are here, can you answer why I often came across the mention that heavy engineering and ship production is best done on uninhabitable worlds? Does it have something to do with the modules that are being built into the manufacturing industry?
In fact you should have 1 world with atmosphere and organics (farm, mining, light industry, commerce)
1 non-atmosphere world with rare ore and just ore (mining, processing, heavy industry, orbital ship factories)
and 1 gas giant with gas production and fuel production.
Two reasons:
1) You can build the entire chain of production on one colony (mining -> refinery -> heavy industry), significantly reducing upkeep cost.
2) The nanoforges produce pollution on habitable worlds which reduces pop growth rate.
Putting a storypoint into your comerce is prob the best bang for your buck you can get moneywise
all mu homies story point heavy batteries
Does one industry in one planet support other industries in other planets??
Yes, your planets will trade with each other. If you hover over the icons you'll see that you pay a significant premium for out of faction deliveries, half cost for in faction, and no cost for same planet.
I disagree with building battle stations and ground defences first. They simply aren’t very necessary, especially at the beginning. I would recommend some industries
I recommend these first because you can upgrade them at the same time industry is being built. If you want though, start with industry.
@@GrumpyThumperGaming true, but your colonies aren’t usually targeted at the beginning. Also, the player might not be very rich when establishing their first colony and running defences before having any industry will further drain their money
@@TrollBTDi was attacked almost immediately, just got unlucky with a pirate station I hadnt seen. 😅
@@bigdomkook skill issue
I like the game, watched some guides, disliked this video by accident cuz I'm on a phone, changed it to a like. Done! Now I'm gonna save this video for later and now I'm gonna start over again cuz all of the planets in my save are way too far. Sad. XD