25:06 Upgrading your heavy industry to an orbital works and installing a corrupted or pristing nonoforge, will help with increasing ship quality, which results in less D-mods.
Do not hesitate to use story points to increase accesibility of your capital. it increases your income drastically. als build at tha stavle point satelite increasing in-system stability. stay where you are for now as moving will be to costly and you cant abandon colony of that size anyway. also consider improving your relations with other factions, Aurora and Hegemony as one is your neighboor = trading with lower risk of pirates while latter is so big it will be like 75% of all your trading profits
Pro tip : Orange and Yellow stars are more likely to give habitable worlds than the rest. So if you want a new colony , better start looking in those . and keep an eye on the survey missions given by factions because some of them will tell you to survey things like terran worlds and the like (sometimes) hence knowing the exact location of it but they can also ask you to survey research stations and probes . edit : Also if you slap surveying equipment on some of your ships or just buy them with the mod integrated (sheperds and the like ) . it can make surveying cheaper (and maybe can give you better results , who knows ? ) edit 2 : also if you zoom in on planets and find debris orbiting them , then that planet has ruins . this makes finding ruins less of a gamble . And the more debris there are , the bigger the ruins . edit 3 : it came to me that you're putting stuff in your resource stockpile on the planet , yeah ... don't do that,they don't give you money and retrieving them back later will even cost you money at the end of the month ! throw all the excess in your storage to use them later .
I allways slap surveying equipment on any tankers or freighters i have in addition to expanded cargo/fuel space. It makes exploring planets dirt cheap and the logistics ships dont use their points for anything else anyways
actually I think you only have to pay for the items taken from the resource storage that weren't put into it by you. That's been my experience anyway when I store things in there due to shortages, and then take them out later after the issue had passed(by the guns of my fleet).
Upgrade Heavy Industry, install nano-forge, get more planets with Heavy Industry/Orbital Works all will help with D-mods. Also if you hover over the "Fleet" at the top when in planet view, it will tell you what is affecting your fleets.
This was a nice watch, even if I am late for the party. Although the acronym of F'r B's is causing me to die of laughter each time I see it. Oh, my aching tummy.
17:31 it is in fact the imperium lol... I remember trying out the mod and when I opened my portraits for my character I absolutely needed to figure out what tf added a bunch of roman dudes and whatever he is
Heads up: You may need to increase your default starting number of administrators to make this work. I'm seriously far along on a run where I started with 8 admins (10 planet capacity counting personally managed colonies), and I am only just approaching having a mil a month. A smaller fleet, more planets closer to the core or so on, would help. But that does not sound like your plan. Theoretically you CAN probably get there, but there's a few hangups. (I'm probably over 60 hours deep. I admit, it's entirely possible that I'm just inept, but considering I've built until I've run out of stuff to build/terraform, I doubt it?) 1. Limited admins. Even Nexerillian only gives so many, and not enough that you can maintain only 2 colonies under personal control at any given time in between admins. This gets worse the larger your empire grows. Empire growth is based on planetary populations. So the bigger the pops on your colonies, the more admins you'll get. But populations take a LONG time to ramp up. Longer with hostile factions. Longer still the further out from the core worlds you are. 2. Hazard ratings cripple income. The higher a planets hazard, the more each industry and structure upkeep is applied. The kicker? High hazard planets tend to be the most resource rich. I've never found a habitable with ultrarich anything, other than organics. (And that was an ocean world. With extreme weather, inimical biosphere, and pollution.) Without a means to reduce those hazard ratings, you will need even more planets exacerbating hangup 1. 3. You need the richest possible planets to support yourself between admins. Basically what it says on the tin. Having colonies exporting things is how you make money. In order for them to export, you need them supplied. In order to supply them, you need to produce what they need, or import it. Importing reduces profit substantially if you aren't providing. Stability impacts industry upkeep costs, importing goods, and colony growth rate, and is tanked when using more colonies than you have admins for. So, this exacerbates both hangups 1 and 2. Counters to these issues: AI Admins. Plonking down enough AI administrators can invalidate the need for more admins. I'm certain you already know, only Alpha cores can be admins. You WILL be hated by the Hegemony. Free port status on every planet- it helps, but comes with a stability knock. Also, you WILL be hated by the Hegemony. Building military structures on planets increases stability, helping with most issues, but increases your "dominance" score. Which means you WILL be hated by the Hegemony. Multiple planets w/in the same systems. This helps with growth speed. It's hard to manage to do this though, as it's rare to have more than one good planet per system. Next best is multiple planets per constellation. Still some isolation "bonus," but less than if you go further out. A terraforming mod to eliminate hazards from planets. I know you mentioned on one of my comments you don't really want to add any mods right now. That's totally cool, I get it. If you choose to stick to your guns on that, this particular run gets a LOT harder though. So, why do I keep bringing up that practically everything you can do to fix your planets will cause you to be hated by the Heg? Because they will attack. Frequently. Obnoxiously. Even if you buddy up to them for ages, eventually they will send out an AI inspection squad, and it's all downhill from there. You can offset some of the hate by going into the "Diplo Profiles" tab in intel screen, selecting the Diplo profile for your faction, and fiddling with the numbers. Match up exactly to the Heg, and you can permanently offset some hate. This won't matter in the long run, but at least while getting established it will help. Solution? Eliminate the Heg. I did some looking, Industrial Evo has some alternatives to military structures, so at least your dominance score doesn't have to spike up. But the admin limit issue remains.
Great shout! I had kinda anticipated this and was planning on using Alpha AI cores for the extra admin slots for sure. In terms of the Heg. They are the ultimate opponent of a colony run like this, no matter what, I'm ready for them, and I will defeat them. They.. Will.. Die. Bwuahahaha.
From what I understand reaching a mil in come is pretty difficult due to how production works in the game. Its not a direct 1 to 1 really. If you have 1 planet making 10 fuel it "seems" to be able to support 5 planets needing 9 fuel. And due to the market cap on products just making more of a product at more planets doesnt always mean you get more income from it. I edited the game and have 10 planets. At 4 I was making 750k at 10 I am making 800k. Due to how the market for each product is limited. I could go and wipe out the core world's production capacity but that doesnt actually help that much.
Using alpha cores instead of actual admins is probably a better way to go they cost nothing and I'm fairly certain they're just better at managing your colonies. The only drawback would be the AI inspections but that can be mitigated with bribes and colonizing less star systems but systems with more planets and just intercepting the inspection fleets in hyperspace just outside of the system.
I personally don't get hung up about a combat focus, and it's a good thing that you're going in a different direction than many Starsector playthroughs.
If you go to Aoi or Lunamon, there you can install surveillance equipment to reduce the cost of surveiling a planet by a lot. With it in two large hulls you are paying 80 less, so all planets only cost 5 supplies to survey, which is the lower hard cap.
Nanoforges slapped on the Heavy Industries will help reduce the D-mods on produced ships. Keep in mind that Corrupted or Pristine Nanoforges will cause pollution on a Habitable planet, but interestingly the UAF Dimensional Nanoforge does not. Keep an eye on the person with a book in bars, they are likely to give you the locations of colony items like nanoforges.
Your content never fails to impress and entertain me Timo, I really hope your channel will explode with such growth. Love from the Philippines! Also pls ally with the UAF pretty pls their ships and weapons are so op and call your planet "Tatooine"
You should have salvaged that minning station's debris field, the salvage operations on these almost give 9 out of 10 times high four figures of regular ore (or more) and also high three figures of rare ore. More than your cargo hold can handle but a lot of money if well sold.
End goal : having an income of 1'000'000 credits... ... Admit it, seeing the Solvernia at 50'000'000 credits just after giving 5-6 choco-lava cake to a wyfu push you over the edge. You want it so bad right now that you decide to begin a new playthrough. ;-)
I don't play starsector myself but I watch a lot of content about it from different creators and i've been wondering how I would approach my first playthrough if I were to start playing and this campaing concept is pretty much what I had in mind: build an empire from scratch while trying to make friends and avoid confrontations with everyone other than pirates (to keep some combat in, but not making it the focus of the run). Considering not using Ais so that even the hegemony would leave me alone. So personnaly i'm interested in seeing where this playthrough goes.
If you want to produce ships without D mods you have to upgrade your heavy industry, focus on ship quality in your command section for your fleets, and find corrupted or pristine nano forges and install them in your heavy industry.. all of those increases the ship quality Percentage and lowers the amount of D mods. If you do most of those youll eventually produce pristine ships without D mods. Speaking of upgrades: You can use Story points to improve buildings. Industries will usually produce more goods and stuff like waystations and spaceports will increase the "accesibility" to your colony wich directly translates in more goods being moved in and out, wich translates into more profits and protects you from goods shortages. That being said the points cost is progressive, so its not advisable to make more then 2 or 3 improvements per planet. The military base, heavy industry, space port and space station can be upgraded using credits. A moneyprinter industry is the refining industry if you can cover the demand of minerals yourselfe. Build that one preferably on planets without atmosphere since theres an item you can install that increases production by a whooping 3+ but as stated can only be used on planets without atmosphere. Light industry produces drugs wich can also be profitable. Stellar bazars will give your colony a market that you can trade with just like with a market from another faction and will increase the profits you make. AI cores can be installed into all buildings to decrease their demands, alpha cores can even be used as colony administrators. This increases the profitability of your colonies like crazy, but you will have to deal with hegemony inspection fleets now and then that will try to take all those evil AI cores you use away from you. You can use story points to bribe those fleets (go to the intel page under "colony threats" there you can decide how your colony should react, mind you that choosing to "resist" the inspection is a defacto declaration of war) Oh.. also if you put an alpha core in as an administrator (and this goes only for the administrator position not if you slot them into an industry)... you might have some difficulties removing it again... so its a pretty permanent decision... unless you are of the mindset that loosing is fun.. then go ahead and try to remove one XD Theres a ton of mods that allow for terraforming, adding additional industries/other buildings and so forth, also colony items that can have drastic increases for your buildings performances. Welp.. thats all that comes to mind right now. Happy colonizing!
@@TimoRedbeard Its allright, theres alot you can do with colonies, just if you use AI cores in them.. make sure to bribe away any inspection fleets cause they will steal them all >_
Got pulled in by the UAF carriers only series and I'll be watching this too. It's interesting seeing the different aspects of the game and I'm looking forward to seeing your approach. Everything I know about the game has come from your let's play, so I have no idea if you're messing it up or not. I'm the perfect viewer! A bit of feedback: I think your fear of dead air is causing you to repeat yourself a lot. Not enough that I'm turned off from watching, but definitely noticeable and a bit distracting. Having said that loving it and keep up the good work!
@@TimoRedbeard Ah I see. Well keep up the good work. Loving both streams. You know, ADHD isn't the only thing that causes you to repeat yourself. I developed the habit when I had kids. Got pretty bad for a while actually.
That Starliner is not really doing anything for your fleet right now, all they are really good for is when you need extra crew space to colonize a world. Aside from that they just eat fuel and supplies and contribute nothing. Also not sure if you show it at some point but the Atlas, without Advanced Drive Field is super slow and will eat more fuel than a beginner fleet can handle. It’s better to go with a bunch of Buffalos and keep your average burn speed at least at 8, better 9 or 10. For flying around in hyperspace and exploration, you should keep your transponder off. Makes it harder for enemy fleets to detect you, and you can da a sneaky trader attack without their faction getting too mad at you. Your own faction also doesn’t mind. Just turn it back on in civilized systems. And you should use the radar (standard hotkey is 3) while exploring in systems to see things further away from you. You’ll see things like derelict ships, debris fields, stations and fleets from really far off. Other fleets can see that too, though, so careful if you’re trying to be sneaky.
Yeah, but it will eventually! I noticed the atlas is super slow, but we'll just have to make do for now! Or find that mod luckily.. Interesting, transponder off, I'll try to remember!
I think it was a good start, you did sound like you where new to the game at this point but it was still good. I would add a focus on the mechanics and get a better hook for your videos, that might help. You have a awesome faction that could have been your starting hook in the thumbnail.
please name the world "Eternity" because after finishing our quest as realmbuilders . surely we will retire to our eternal world . which btw (if you have the mod installed) can be upgraded to a terran with enough resources and tools. Surely a fitting name deserves a fitting appearance . edit : or you can name it gaia (i believe sh is the goddess of nature and earth) for the same reasons as "Eternity" . You choose .
You think you got shafted? I tried the same start and got put into a system with Dassault and Pirates. Have to pay 15% planet income to Dassault and no colony can grow beyond size 5. Now I tried to go explore a bit and the first system I got into killed my entire fleet. Traumatized now the formerly proud leader of the Dominion of UwU sits in her shuttle that orbits her main colony and just waits for time to pass.
A few more ships and a bigdickbattleship and scrap the colony down. Make sure you settle somewhere first tho. Get the money from removing each building.
I’ve tried to take over the aurorans. It ends with your conquests and odyssey being nuked and you crying that your PD can’t keep up with that much bullshit
i like to use console commands to create lots and lots of worlds in the core systems in a few places so the factions can have something to colonize and fight over. i mean lots and lots btw.. hundreds. and i'll scan them too runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); $loc.addPlanet("cc_terranworld", star, "terran world", "terran", VectorUtils.getAngle(star.getLocation(), $playerLoc), 250, MathUtils.getDistance(star.getLocation(), $playerLoc), 120) when in the survey screen you can addcoditions like so or remove conditions and list conditions addcondition vast_ruins addcondition plentiful_volitails addcondition rare_ore_ultrarich addcondition habitable i stick with ADDCONDITION FARMLAND_BOUNTIFUL; ADDCONDITION ORE_ULTRARICH; ADDCONDITION RARE_ORE_ultrarich; addcondition organics_plentiful; addcondition volatiles_plentiful; addcondition ruins_vast; addcondition habitable; addcondition mild_climate; addcondition volturnian_lobster_pens; addcondition watersupplymining
25:06
Upgrading your heavy industry to an orbital works and installing a corrupted or pristing nonoforge, will help with increasing ship quality, which results in less D-mods.
Perfection, thanks for the info! :D
Also shld b noted that a corrupted nanoforge will add pollution if put on a habitatable planet which adds 25% hazard rating
Do not hesitate to use story points to increase accesibility of your capital. it increases your income drastically. als build at tha stavle point satelite increasing in-system stability. stay where you are for now as moving will be to costly and you cant abandon colony of that size anyway. also consider improving your relations with other factions, Aurora and Hegemony as one is your neighboor = trading with lower risk of pirates while latter is so big it will be like 75% of all your trading profits
Thats actually a great idea, I'll defo do that.
Pro tip : Orange and Yellow stars are more likely to give habitable worlds than the rest. So if you want a new colony , better start looking in those . and keep an eye on the survey missions given by factions because some of them will tell you to survey things like terran worlds and the like (sometimes) hence knowing the exact location of it but they can also ask you to survey research stations and probes .
edit : Also if you slap surveying equipment on some of your ships or just buy them with the mod integrated (sheperds and the like ) . it can make surveying cheaper (and maybe can give you better results , who knows ? )
edit 2 : also if you zoom in on planets and find debris orbiting them , then that planet has ruins . this makes finding ruins less of a gamble . And the more debris there are , the bigger the ruins .
edit 3 : it came to me that you're putting stuff in your resource stockpile on the planet , yeah ... don't do that,they don't give you money and retrieving them back later will even cost you money at the end of the month ! throw all the excess in your storage to use them later .
I allways slap surveying equipment on any tankers or freighters i have in addition to expanded cargo/fuel space. It makes exploring planets dirt cheap and the logistics ships dont use their points for anything else anyways
Honestly, starting with a Apogee is something very sweet, for early discounts in supplies.
OH I DIDN'T REALISE THE RESOURCE STOCKPILE WAS DIFFERENT THAN STORAGE. oh no.. hahahaha. Thanks for the tips though! :D
actually I think you only have to pay for the items taken from the resource storage that weren't put into it by you. That's been my experience anyway when I store things in there due to shortages, and then take them out later after the issue had passed(by the guns of my fleet).
I've been looking for a colonization-focused Starsector run for a long time, thanks!
Upgrade Heavy Industry, install nano-forge, get more planets with Heavy Industry/Orbital Works all will help with D-mods. Also if you hover over the "Fleet" at the top when in planet view, it will tell you what is affecting your fleets.
Perfect, thanks!
As far as i know for D-mods, adding a nanoforge reduces the dmods alot i thought (depending on corrupted or pristine)
Good to know cheers! :D
Loving it, helping so much with learning extra colony and fleet development ideas, keep it up. Thanks.
Glad you're loving it! More coming soonTM!
My planet name suggestion is Epilox
I used to run a Starfinder campaign and the corporation that the players worked for was called "Epilox"
Oooh, cool name! Sounds super corporate.
@@TimoRedbeard Thank you I put the comment right before I saw the part where you said you weren't super corporate lol.
This was a nice watch, even if I am late for the party.
Although the acronym of F'r B's is causing me to die of laughter each time I see it.
Oh, my aching tummy.
Ha! Glad you enjoyed ;)
17:31 it is in fact the imperium lol... I remember trying out the mod and when I opened my portraits for my character I absolutely needed to figure out what tf added a bunch of roman dudes and whatever he is
Man love the idea of your video and I think the planet should be called The Iron Heart.
Oooh, nice name :D
You can never have too much starsector
Right?!
I'm enjoying this as a change and to see a different side to playing Starsector.
Heads up: You may need to increase your default starting number of administrators to make this work. I'm seriously far along on a run where I started with 8 admins (10 planet capacity counting personally managed colonies), and I am only just approaching having a mil a month. A smaller fleet, more planets closer to the core or so on, would help. But that does not sound like your plan. Theoretically you CAN probably get there, but there's a few hangups. (I'm probably over 60 hours deep. I admit, it's entirely possible that I'm just inept, but considering I've built until I've run out of stuff to build/terraform, I doubt it?)
1. Limited admins. Even Nexerillian only gives so many, and not enough that you can maintain only 2 colonies under personal control at any given time in between admins. This gets worse the larger your empire grows. Empire growth is based on planetary populations. So the bigger the pops on your colonies, the more admins you'll get. But populations take a LONG time to ramp up. Longer with hostile factions. Longer still the further out from the core worlds you are.
2. Hazard ratings cripple income. The higher a planets hazard, the more each industry and structure upkeep is applied. The kicker? High hazard planets tend to be the most resource rich. I've never found a habitable with ultrarich anything, other than organics. (And that was an ocean world. With extreme weather, inimical biosphere, and pollution.) Without a means to reduce those hazard ratings, you will need even more planets exacerbating hangup 1.
3. You need the richest possible planets to support yourself between admins. Basically what it says on the tin. Having colonies exporting things is how you make money. In order for them to export, you need them supplied. In order to supply them, you need to produce what they need, or import it. Importing reduces profit substantially if you aren't providing. Stability impacts industry upkeep costs, importing goods, and colony growth rate, and is tanked when using more colonies than you have admins for. So, this exacerbates both hangups 1 and 2.
Counters to these issues:
AI Admins. Plonking down enough AI administrators can invalidate the need for more admins. I'm certain you already know, only Alpha cores can be admins. You WILL be hated by the Hegemony.
Free port status on every planet- it helps, but comes with a stability knock. Also, you WILL be hated by the Hegemony.
Building military structures on planets increases stability, helping with most issues, but increases your "dominance" score. Which means you WILL be hated by the Hegemony.
Multiple planets w/in the same systems. This helps with growth speed. It's hard to manage to do this though, as it's rare to have more than one good planet per system. Next best is multiple planets per constellation. Still some isolation "bonus," but less than if you go further out.
A terraforming mod to eliminate hazards from planets. I know you mentioned on one of my comments you don't really want to add any mods right now. That's totally cool, I get it. If you choose to stick to your guns on that, this particular run gets a LOT harder though.
So, why do I keep bringing up that practically everything you can do to fix your planets will cause you to be hated by the Heg? Because they will attack. Frequently. Obnoxiously. Even if you buddy up to them for ages, eventually they will send out an AI inspection squad, and it's all downhill from there. You can offset some of the hate by going into the "Diplo Profiles" tab in intel screen, selecting the Diplo profile for your faction, and fiddling with the numbers. Match up exactly to the Heg, and you can permanently offset some hate. This won't matter in the long run, but at least while getting established it will help. Solution? Eliminate the Heg.
I did some looking, Industrial Evo has some alternatives to military structures, so at least your dominance score doesn't have to spike up. But the admin limit issue remains.
Sorry for the novel.
Great shout! I had kinda anticipated this and was planning on using Alpha AI cores for the extra admin slots for sure.
In terms of the Heg. They are the ultimate opponent of a colony run like this, no matter what, I'm ready for them, and I will defeat them. They.. Will.. Die. Bwuahahaha.
From what I understand reaching a mil in come is pretty difficult due to how production works in the game. Its not a direct 1 to 1 really. If you have 1 planet making 10 fuel it "seems" to be able to support 5 planets needing 9 fuel.
And due to the market cap on products just making more of a product at more planets doesnt always mean you get more income from it. I edited the game and have 10 planets. At 4 I was making 750k at 10 I am making 800k. Due to how the market for each product is limited. I could go and wipe out the core world's production capacity but that doesnt actually help that much.
Using alpha cores instead of actual admins is probably a better way to go they cost nothing and I'm fairly certain they're just better at managing your colonies. The only drawback would be the AI inspections but that can be mitigated with bribes and colonizing less star systems but systems with more planets and just intercepting the inspection fleets in hyperspace just outside of the system.
16:01 "Well of course I know him, he's me!"
Hahahahaha!
Really looking forward to a colony focused playthrough!
It's definitely a change of pace!
I personally don't get hung up about a combat focus, and it's a good thing that you're going in a different direction than many Starsector playthroughs.
Nice, glad you think so!
I think its compeletly fine with little combat as i love to see more Starsector lets play
Glad you like it! :D
Fun concept, I look forwards to watching more :)
Glad you like it! :D
Don’t forget to place your nanoforge in the heavy industry slot
Might not want to do that on his current world, since it is corrupted it will pollute the planet.
I'll save that for an industry planet, so my main planet can stay unpolluted :D
Instead of holding S down when traversing storms, using going dark also works just remember to turn your transponder back on when in civilized space.
Good to know!
If you go to Aoi or Lunamon, there you can install surveillance equipment to reduce the cost of surveiling a planet by a lot. With it in two large hulls you are paying 80 less, so all planets only cost 5 supplies to survey, which is the lower hard cap.
Very good shout!
Nanoforges slapped on the Heavy Industries will help reduce the D-mods on produced ships. Keep in mind that Corrupted or Pristine Nanoforges will cause pollution on a Habitable planet, but interestingly the UAF Dimensional Nanoforge does not. Keep an eye on the person with a book in bars, they are likely to give you the locations of colony items like nanoforges.
Perfect, cheers!
Your content never fails to impress and entertain me Timo, I really hope your channel will explode with such growth. Love from the Philippines! Also pls ally with the UAF pretty pls their ships and weapons are so op and call your planet "Tatooine"
Aww, Thanks EMCA! This made me really happy :D
I will recommend once again that while you are exploring star systems you use the scan ping to find more things that might be hiding...
I'll do my best to remember I promise. I'll try really hard xD
@@TimoRedbeardDo better RUclipsr! 😂
@@MildFracas Hahaha! I'm trryyyiiinngggg
You should have salvaged that minning station's debris field, the salvage operations on these almost give 9 out of 10 times high four figures of regular ore (or more) and also high three figures of rare ore. More than your cargo hold can handle but a lot of money if well sold.
OH NO I FORGOT TO. AHHH. Damnit >.> Yeah.. you right, I can't believe I forgot to double dip hahaha
" where are we on the map.... oh no...oh no"
RIGHT? REALLY? THE GAME PUT ME THERE?!
End goal : having an income of 1'000'000 credits...
...
Admit it, seeing the Solvernia at 50'000'000 credits just after giving 5-6 choco-lava cake to a wyfu push you over the edge. You want it so bad right now that you decide to begin a new playthrough. ;-)
solvernia is last mission from uaf story later are stories to get special shops november grade and aoutomata grade ships.
HAHAHA, UAF ain't going anywhere, I wanted to add another playthrough so I wasn't just putting out UAF videos every day all week haha.
I feel like a cool name for the world would be "Crystal."
I feel like that would fit a Cryovolcanic world so perfectly.
Home world = Bob
BOB! My absolute favourite audiobook series
The UAF doesnt want to let you go
RIGHT?!
I think Alpha Site helps set a good foot for the start to a many world EMPIRE
Ooooh, Alpha Site, I like that.
Ah yes, an MVS enjoyer as well, love to see it man.
They seem pretty damn cool tbh!
"Thirst of The Queen"
My name suggestion for the world
We talking about Queen Aeria? Haha!
@@TimoRedbeardQueen Aeria is dead. All hail Queen Lineia.
Tuchanka , a tribute to star wars arid planet.
Ooooooohh.
I don't play starsector myself but I watch a lot of content about it from different creators and i've been wondering how I would approach my first playthrough if I were to start playing and this campaing concept is pretty much what I had in mind: build an empire from scratch while trying to make friends and avoid confrontations with everyone other than pirates (to keep some combat in, but not making it the focus of the run). Considering not using Ais so that even the hegemony would leave me alone. So personnaly i'm interested in seeing where this playthrough goes.
Glad you're liking this! Hopefully more of this series will help and be enthralling for you :D
You can name the planet Tatooine (that's my 100% original name suggestion)
So original, I've never heard that name before. 🤣
If you want to produce ships without D mods you have to upgrade your heavy industry, focus on ship quality in your command section for your fleets, and find corrupted or pristine nano forges and install them in your heavy industry.. all of those increases the ship quality Percentage and lowers the amount of D mods. If you do most of those youll eventually produce pristine ships without D mods.
Speaking of upgrades: You can use Story points to improve buildings. Industries will usually produce more goods and stuff like waystations and spaceports will increase the "accesibility" to your colony wich directly translates in more goods being moved in and out, wich translates into more profits and protects you from goods shortages. That being said the points cost is progressive, so its not advisable to make more then 2 or 3 improvements per planet.
The military base, heavy industry, space port and space station can be upgraded using credits.
A moneyprinter industry is the refining industry if you can cover the demand of minerals yourselfe. Build that one preferably on planets without atmosphere since theres an item you can install that increases production by a whooping 3+ but as stated can only be used on planets without atmosphere.
Light industry produces drugs wich can also be profitable. Stellar bazars will give your colony a market that you can trade with just like with a market from another faction and will increase the profits you make.
AI cores can be installed into all buildings to decrease their demands, alpha cores can even be used as colony administrators. This increases the profitability of your colonies like crazy, but you will have to deal with hegemony inspection fleets now and then that will try to take all those evil AI cores you use away from you. You can use story points to bribe those fleets (go to the intel page under "colony threats" there you can decide how your colony should react, mind you that choosing to "resist" the inspection is a defacto declaration of war)
Oh.. also if you put an alpha core in as an administrator (and this goes only for the administrator position not if you slot them into an industry)... you might have some difficulties removing it again... so its a pretty permanent decision... unless you are of the mindset that loosing is fun.. then go ahead and try to remove one XD
Theres a ton of mods that allow for terraforming, adding additional industries/other buildings and so forth, also colony items that can have drastic increases for your buildings performances.
Welp.. thats all that comes to mind right now. Happy colonizing!
Whew! Cheers for all the info! I'll do my best to remember all of this but I make no promises! Ha :D Great tips though!
@@TimoRedbeard Its allright, theres alot you can do with colonies, just if you use AI cores in them.. make sure to bribe away any inspection fleets cause they will steal them all >_
Even more starsector? Count me in
MOAR.
Probably way to late to the fun, but nifty home system name (around the 15:45 mark) might be "Polykleitos" - ancient Greek architect/builder.
Ooooh, indeed too late, but that's a great name suggestion!
aaaah, he didn't double down on the miningstation xDD
I MISSED IT I'M SORRY I FORGOT.
If the Astari name gets to hop into this world, id like to ask for a missile cruiser this time :D
Oooh yeah? I'll see what I can do ;)
Got pulled in by the UAF carriers only series and I'll be watching this too. It's interesting seeing the different aspects of the game and I'm looking forward to seeing your approach. Everything I know about the game has come from your let's play, so I have no idea if you're messing it up or not. I'm the perfect viewer! A bit of feedback: I think your fear of dead air is causing you to repeat yourself a lot. Not enough that I'm turned off from watching, but definitely noticeable and a bit distracting. Having said that loving it and keep up the good work!
Awesome! Thankyou! Repeating myself is actually something I've done all my life, it's an ADHD thing mostly haha.
@@TimoRedbeard Ah I see. Well keep up the good work. Loving both streams. You know, ADHD isn't the only thing that causes you to repeat yourself. I developed the habit when I had kids. Got pretty bad for a while actually.
Name the planet Snowballs, lmao 🤣
I am okay with not to much combat. Make an large empire of ONLY planets
That's the plan! Snowballs 🤣
That Starliner is not really doing anything for your fleet right now, all they are really good for is when you need extra crew space to colonize a world. Aside from that they just eat fuel and supplies and contribute nothing.
Also not sure if you show it at some point but the Atlas, without Advanced Drive Field is super slow and will eat more fuel than a beginner fleet can handle. It’s better to go with a bunch of Buffalos and keep your average burn speed at least at 8, better 9 or 10.
For flying around in hyperspace and exploration, you should keep your transponder off. Makes it harder for enemy fleets to detect you, and you can da a sneaky trader attack without their faction getting too mad at you. Your own faction also doesn’t mind. Just turn it back on in civilized systems.
And you should use the radar (standard hotkey is 3) while exploring in systems to see things further away from you. You’ll see things like derelict ships, debris fields, stations and fleets from really far off. Other fleets can see that too, though, so careful if you’re trying to be sneaky.
Yeah, but it will eventually! I noticed the atlas is super slow, but we'll just have to make do for now! Or find that mod luckily..
Interesting, transponder off, I'll try to remember!
25:00 you can build better ships by giving the industry pristine nanoforge and an alpha core .
Great to know, thanks! :D
Late but alpha cores only increase production, reduce demand and reduce upkeep. That's it
I think it was a good start, you did sound like you where new to the game at this point but it was still good. I would add a focus on the mechanics and get a better hook for your videos, that might help. You have a awesome faction that could have been your starting hook in the thumbnail.
The colonials will revolt if you don't call them chips...
CRISPS. CRISPS.
25:00 build more ship building
Cheers!
Nice one, new stuff to watch!
Also name your flagship "Bald"...for reasons😅
Hahahahahahahaha, how dare.
please name the world "Eternity" because after finishing our quest as realmbuilders . surely we will retire to our eternal world .
which btw (if you have the mod installed) can be upgraded to a terran with enough resources and tools. Surely a fitting name deserves a fitting appearance .
edit : or you can name it gaia (i believe sh is the goddess of nature and earth) for the same reasons as "Eternity" . You choose .
I like that name so much! Sweet :D
Colony name cld be "New Warsaw"
I actually really want to visit "old" Warsaw
Call it Dune...and it not farming, it is Spice mining....
Ha! I love it :D
You think you got shafted? I tried the same start and got put into a system with Dassault and Pirates. Have to pay 15% planet income to Dassault and no colony can grow beyond size 5.
Now I tried to go explore a bit and the first system I got into killed my entire fleet.
Traumatized now the formerly proud leader of the Dominion of UwU sits in her shuttle that orbits her main colony and just waits for time to pass.
YIIIIIKES. That's horrible! Did you let it put you in the core?
Name the planet Aglarana
Nice name! :D
Cadia is planet name suggestion
Cadia! I spy a 40k fan ;)
@@TimoRedbeard 🤫 or my wife will know I want mini's
Can you name one of your ships after our lord and savior, Waddles. I'll lick your toes.
Name for the Planet: Gaia. I realy like you Videos.
I really like your comments! Gaia is a great name :D
@@TimoRedbeard thanks
i prefer the colony building and empire building over combat personally
Then this playthrough should be right up your alley!
Name for planet " The second expanse"
Nice!
what kind of mods are you using?
Check the description! :D
a mostly faction mods playthrough, nice...
Pristine nano forge. Otherwise you get to roll the odds
Will do!
A few more ships and a bigdickbattleship and scrap the colony down. Make sure you settle somewhere first tho. Get the money from removing each building.
That could work for sure.
as for a planet name if it's not a bit late how about Calling it Baked Alaska because it's a desert planet.
i think knuckleing down, since it will create a really interesting play through
Hell yeah, I came to the same decision!
what mod is for the custom start
Nexerelin, make sure you have the latest version!
@@TimoRedbeard Thank you
i'd call it dune
Oooh, I love that!
Planet name : Gherin
Oooh, Gherin.. I like it!
But can that Nvidia GTX planet GPU run Crysis?
😂😂
Name: Best fart ewah
I’ve tried to take over the aurorans. It ends with your conquests and odyssey being nuked and you crying that your PD can’t keep up with that much bullshit
Yeah.. it doesn't seem smart hahaha.
Make friends with the auraions
I think I have to, if I don't I'll probably get eliminated haha.
@@TimoRedbeard do it for da wyfus 😉
We want uaf content
Patience, grasshopper. 🤣
How about the name Dryazabone for the planet name
Like it! :D
You should really stop jumping and flying into the stars. You burn a lot of supply each time you do.
I had NO idea, thank you so much for letting me know! I'll defo work on that.
2:12
Why your character is an anime girl :))
becuse he played before uaf wich is anime the wayfus fleet.
Why not? :> :> :>
i like to use console commands to create lots and lots of worlds in the core systems in a few places so the factions can have something to colonize and fight over. i mean lots and lots btw.. hundreds. and i'll scan them too
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); $loc.addPlanet("cc_terranworld", star, "terran world", "terran", VectorUtils.getAngle(star.getLocation(), $playerLoc), 250, MathUtils.getDistance(star.getLocation(), $playerLoc), 120)
when in the survey screen you can addcoditions like so or remove conditions and list conditions
addcondition vast_ruins
addcondition plentiful_volitails
addcondition rare_ore_ultrarich
addcondition habitable
i stick with
ADDCONDITION FARMLAND_BOUNTIFUL; ADDCONDITION ORE_ULTRARICH; ADDCONDITION RARE_ORE_ultrarich; addcondition organics_plentiful; addcondition volatiles_plentiful; addcondition ruins_vast; addcondition habitable; addcondition mild_climate; addcondition volturnian_lobster_pens; addcondition watersupplymining