Intermediate Colony Management Guide - 0.95.1a-RCC6

Ойындар

Colony Management is no longer in the game. You can manage 5 colonies instead of 6. The rest of the information in this guide is still accurate.
tl;dr - pick worlds that can be specialized, stack your worlds so that they produced the maximum amount of those resources, max your stability and accessibility
This video explains most of what you need to know about managing multiple colonies. One thing I forgot to mention was that the way you gain additional stability is from buildings like battle stations, ground defenses, patrol HQ, etc.

Пікірлер: 67

  • @brendanrobertson5966
    @brendanrobertson59662 жыл бұрын

    TLDR summary: StarSector uses a factorial rating system (powers of 10), so you want to maximise a single location in your empire for each product. Rating 3 = 1,000, Rating 6 = 1,000,000. Rating 6 can feed ANY NUMBER of lower rated demands with ease.

  • @ghostban3743

    @ghostban3743

    Жыл бұрын

    Some things arent up to date, but now it makes sense. I realized that my production coverd all my Colonies too, with ez, but never figured out that they scale in 10^(x) , lol. Now its obvious. Thanks :D edit: It seems like, that your colonies CAN suffer from each other, if they expport the same product

  • @Doomquill
    @Doomquill2 жыл бұрын

    Yo, vanilla info, thank you for this video. New player and I hate how hard it is to find vanilla guides :-)

  • @ccib00
    @ccib002 жыл бұрын

    Damn, now that is an interesting strategy with low use of AI. Not much Hegemony bribing is needed. That is absolutely a win! I will go look further in your channel.

  • @anthonys7311

    @anthonys7311

    2 жыл бұрын

    I have 2 colonies where everything has ai cores. The ludds are more of a problem but I keep up with destroying their bases. I've destroyed 3 ludd stat fortresses in the time I only paid off the hegemony once.

  • @momino9024
    @momino90242 жыл бұрын

    Starsector can be harsh sometimes. Realizing that you supply and demand not x of a commodity, but x^10 can be important for a player, but the game itself isn't make it clear. Big thanks for a guide.

  • @tickleboi6581

    @tickleboi6581

    7 ай бұрын

    Yeah this kinda changes the colonisation strategy and makes me feel stupid for the decisions i made long ago, and its now too late to do a thing about it lol

  • @Impericalevidence
    @Impericalevidence2 жыл бұрын

    Just one thing I noticed... put one alpha core in one colony's pop n infrastructure to produce 3 harvested organs, and that will meet demand for all colonies so that you can get the beautiful .5.

  • @TK-nn8jd

    @TK-nn8jd

    Жыл бұрын

    That's very true, though sadly the SP improvement does NOT increase production in Pop&Infra like it does in every other commodity producing industry (though the Industrial Planning bonus still works, thankfully). Which makes me wonder why shady buisinesspeople I meet in bars keep offering me trade contracts to supply 4 or 5 units of black market kidneys.

  • @Bronimin

    @Bronimin

    Жыл бұрын

    Don't ask where the alpha core is finding the extra organs.

  • @vallewabbel9690
    @vallewabbel9690 Жыл бұрын

    Arkad is an ideal planet tbh. 2x +3 and no athmo and extreme heat. Very nice.

  • @TK-nn8jd
    @TK-nn8jd Жыл бұрын

    "Don't use AI Cores, it makes the Hegemony mad". Me- "I'm sorry, I can't hear you over the sound of Chicomoztoc's star fortress exploding". Jokes aside, the advice to limit AI use is still good to follow if your fleet isn't strong enough to raid the core worlds without fear. If your fleet IS strong enough, however...well, there's options to be had.

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    Жыл бұрын

    What's that another Hedge fleet dropping off more onslaughts? add them to the pile 😂

  • @DragoonZeroAlpha

    @DragoonZeroAlpha

    Жыл бұрын

    Woo-hoo! Moar scrap for the grinder! Scrap goes in, ships come out.

  • @TK-nn8jd

    @TK-nn8jd

    Жыл бұрын

    @@DragoonZeroAlpha *Hegemony Inspection Fleet arrives in system* My Alpha Core enhanced High Tech Starfortress: So anyway, that's when I started blastin'.

  • @matthewpena3932
    @matthewpena39322 жыл бұрын

    This seems good but a lot went over my head. I just realized I had two colonies after hours of game play. I'm really going to need to sit down and look over this video and my colonies again.

  • @lilkhmer5

    @lilkhmer5

    Жыл бұрын

    Pretty much as long as ur demand across all ur colonies is met with ur highest production of that type (it only takes highest production regardless of if you have multiples colonies producing the same thing, it's not additive, it only takes highest) u are gold. ie. if u have 4 volatiles from 1 colony and 2 fuel production that require 4 volatiles anywhere else that can import, it will meet demand.

  • @OrionP4
    @OrionP4 Жыл бұрын

    Best guides for Starsector I have found. Great work. You perfectly cover the concepts enough and do not get list in min/max details which are helpful for us noobs.

  • @johnpilapil9250
    @johnpilapil92502 жыл бұрын

    muchas gracias space papi pls keep on making these type of videos.

  • @brunoethier896
    @brunoethier8962 жыл бұрын

    Thanks a lot for the insight into how this all works!

  • @voxxel
    @voxxel2 жыл бұрын

    Love your series!

  • @stuartt1025
    @stuartt10257 ай бұрын

    thank you very much for the video, stay healthy !!!

  • @GrumpyThumperGaming
    @GrumpyThumperGaming2 жыл бұрын

    please forgive me, math is hard lol. 10^8 is 100,000,000 10^6 is 1,000,000 10^5 is 100,000 The specific numbers aren't important, just know that if you should aim for your production to exceed your demand. The more your exceed your demand, the more money you will generate in exports. 👍🏽

  • @fullmetalpoitato5190

    @fullmetalpoitato5190

    2 жыл бұрын

    Dude thank you for this. I had no idea that the supply/demand ran by factors like that. Makes me want to abandon the first system I ever colonized. It had 2 Terran worlds with +1 farming on each of them but no bonuses to anything else and it's been difficult to make them grow or become profitable. Meanwhile in another system I've got this one planet with +3 on ores, rare ores AND volatiles and it's starting to turn a huge profit but I didn't really understand why, not completely anyways. The fact that it's 200% rating doesn't even seem to matter was really bugging me when my planets that were 100/125% were struggling.

  • @IcoKirov

    @IcoKirov

    2 жыл бұрын

    i'm not quite sure about the power thing. the demand is just overlapping. your total demand is the highest demand of a building, the rest is using the same demand. i have a planet that demands 7 total supplies, it's individual building demands are 7, 6, 6, 6, 5, 3. all those sixes just use the 7 from my star fortress. if they were still stacking with power of 10, i would still need something like 8, because the real demand would be 13,101,000, which is more than 10^7, and i don't have any local/in-faction production of supplies. technically the same is with production i think, if you produce the same thing on a planet, it just gets the highest production. so although pop&infra is producing crew, the megaport is also producing crew, but more, so that's the real producer. if there was a way to increase the crew production of the pop&infra, it would be pointless since the megaport is already producing more. thankfully the meaningful industries are not overlapping in their production, so we don't have to worry about those. and i think the demand is kind of overlapping over planets, at least if you are producing the commodity yourself. so i have 4 planets, with demands for domestic good like 5, 4, 4, 3. i produce only on one planet, which is 7, and i still manage to cover all my in-faction demand.

  • @lemongambit

    @lemongambit

    2 жыл бұрын

    While not a base 10 logarithmic scale, it might be base 3 or 4. So if it's base 3, a supply 7 planet could supply 3 demand 6 planets. You would also need 3 supply 6 planets to satisfy a single demand 7 planet. Whatever the base is, it's definitely not linear.

  • @IcoKirov

    @IcoKirov

    2 жыл бұрын

    @@lemongambit I think it's just like 3 tons, 4tons and so on, so linear, but the demand is not using normal real world logic, but "game" logic. P.s. when you hover on a commodity it says something like "only the highest supply building is taking into account".

  • @wahyuwirawan727

    @wahyuwirawan727

    2 жыл бұрын

    Regardless the game logic, apparently the number based on highest number. Raid usually targeting highest number of production. The production will fullfil lower number demand regardless number of world. Well, distance is another crucial things. The farther your colony, the higher probability your supply get intercepted thus decrease stability of your world. Pirates often wondering between worlds after all. Making independent system with 2 or more worlds fed each other is always a great things.

  • @GiantGapingChasm
    @GiantGapingChasm2 жыл бұрын

    Is there and benefit to having 2 or more coloniew in the same star system, or negatives to having colonies in seperate star systems? If so does distance from one star system to the next have an effect?

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    2 жыл бұрын

    if your colonies are in the same system then you get more ships patrolling in an area, making raids against you more likely to fail

  • @wahyuwirawan727

    @wahyuwirawan727

    2 жыл бұрын

    Your worlds can fight raid together. But the more important things is, if your supply demand fulfilled each other, you don't need to worry your supply get intercepted.

  • @Cx10110100

    @Cx10110100

    5 ай бұрын

    As of 0.95 only positive of having them spread out is that not all will get penalties from luddic/pirate activity

  • @lolroflroflcakes
    @lolroflroflcakes Жыл бұрын

    To be pedantic you aren't specializing a planet, most planets are going to be mineral rich in some way or another, even the habitable ones. You are specializing the people. A population of 10^6 can only really be split into a handful of large towns or maybe a city or two after considering the needs of your subjects and the logistical concerns. Therefore your colony isn't really a planet so much as one or two company towns that just so happen to be on said planet.

  • @cezarimecs
    @cezarimecs Жыл бұрын

    This game should be on phones

  • @ahowl7mx
    @ahowl7mx10 ай бұрын

    Didnt see how far your worlds were from the core + did you have a build order?

  • @gerard2434
    @gerard2434 Жыл бұрын

    Late to this awesome game. Question, how does one reduce or eliminate decivilized subpopulation? It’s taking -2 out of my stability and I can’t seem to find any clear info on how to deal with it. Please and thank you for the great information on your videos!

  • @nikoladd

    @nikoladd

    11 ай бұрын

    you can't remove the "decivilized" tag in vanilla game. I'd think you'd have the option to do it with a building after the colony gets to big enough size, is logical, but no, it's not implemented. There were some mods with such functionality. I think.

  • @HotFudge1982
    @HotFudge19822 жыл бұрын

    Hey! Killer vids, thanks for these. One thing im still not entirely clear on though, is what is more important when establishing colonies: proximity to the core worlds, or having good planets to colonize close together? If i find a cluster of good planets far away fron the core, will that effect accessability negatively, or will it even matter if my colonies are close together? TL;DR: should i always try ro build as close to the core worlds as possible?

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    2 жыл бұрын

    I would prioritize keeping your planets in the same system over proximity to the core worlds, but every map is different so it's hard to say.

  • @MrFevill
    @MrFevill Жыл бұрын

    is there any way to turn on subtitles?

  • @anthonys7311
    @anthonys73112 жыл бұрын

    cores lower costs, be it resources or cost of the industry. why not lower costs?

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    2 жыл бұрын

    Cores generate threat that brings pathers and inspections with them. I tend to avoid using cores for this reason, opting to pay a little more upfront until my colonies can support each other

  • @smonkey001
    @smonkey001 Жыл бұрын

    So hazard rating and accessibility don't mean shit anymore. Just find a resourceful planet/system and put in the items and boom, job done.

  • @hx5525

    @hx5525

    Жыл бұрын

    Still does. Low accessibility lowers profit and hazard increases upkeep (esp in expensive industries like anything not mining/farming). You just have to weigh the pros and cons.

  • @tickleboi6581

    @tickleboi6581

    7 ай бұрын

    Yeah good luck making 300% hazard planet profitable

  • @nnmmnmmnmnnm
    @nnmmnmmnmnnm24 күн бұрын

    This was helpful. I still don't understand though, that in a system with 2 colonised planets (owned by me) one produces a big food surplus and exports outside this system, while my second planet there experiences food shortages. There is no pirate Luddite activity.

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    24 күн бұрын

    It should settle after a few months. They have to physically travel there a few times.

  • @nnmmnmmnmnnm

    @nnmmnmmnmnnm

    24 күн бұрын

    @@GrumpyThumperGaming thanks

  • @joelmitchell7597
    @joelmitchell75972 жыл бұрын

    Thanks for the video! I can't figure out what to do with pather sleeper cells. I don't use AI because I saw the terminator when i was young, but i gotta have industry and they keep bothering me about it lol

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    2 жыл бұрын

    😂😂

  • @Shinzon23

    @Shinzon23

    2 жыл бұрын

    They're pathers...you kill them.

  • @robertgrays8790

    @robertgrays8790

    2 жыл бұрын

    Pather sleeper cells by themselves are not a threat unless they become active by a supporting base and you still meet a requirement that makes them angry. Once both are met, they will get in your colony via Smuggler convoys. Nothing can be done about that without destroying your income from illegal goods. Once active, there's a chance that cell will attempt to sabotage one of your industries it doesn't like, and it will cause instability and disrupt operations for a number of days. These guys, pirate raids, and faction expeditions will kill an unprepared colony, or drain your bank account defending and repairing it. Don't build or do stuff that brings these forces until you are ready. If you find and destroy the Pather Base supplying the cell, the cell will go dormant until it either disappears or a new base starts supplying it. Unlike pirate raiding bases, Pather Bases support multiple cells on different colonies, and have Star Fortresses and beefy fleets (Pirate raiding bases only target 1 colony, and generally have weak starbases and fleets). Be ready for a big fight if you decide to go after a Pather Base. Things they don't like are: Heavy Industry, Orbital Works, Installed AI cores, etc. There are more items that make them angry. If the number of things they don't like exceeds about 10, they activate the sleeper cells. Installing an Administrator Alpha AI Core is 10 pts, and that's enough for them to attack. Other actions add fewer pts.

  • @robertgrays8790

    @robertgrays8790

    2 жыл бұрын

    FYI, eliminating the Pather's core world colonies does NOT prevent them from building Star Fortresses and sleeper cells. Only staying below their active threshold.

  • @tickleboi6581

    @tickleboi6581

    7 ай бұрын

    ​@@robertgrays8790surely destroying any fortressess around your colonies will make them go bankrupt

  • @zault
    @zault3 ай бұрын

    Is it better to settle planets in the same system or does it not matter?

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    3 ай бұрын

    It's definitely better to settle in one system. You can defend all of your planets with one military HQ in that system, and you don't have to fly around much to respond to raids.

  • @wildwoody8324
    @wildwoody8324 Жыл бұрын

    One trillion units of ore!

  • @tickleboi6581
    @tickleboi65817 ай бұрын

    I think i screwed myself by settling on a +1 volatiles +2rare ore +1 reg ore +300%hazard cold world and putting an orbital lamp on it (+10 volatiles demand) Even at size 6 taking out the lamp makes the revenue go down the drain

  • @theeraphatsunthornwit6266
    @theeraphatsunthornwit6266 Жыл бұрын

    can u destroy everyone

  • @GrumpyThumperGaming

    @GrumpyThumperGaming

    Жыл бұрын

    Yes, but your colonies won't have anyone to trade with lol

  • @richardbayliss3295

    @richardbayliss3295

    Жыл бұрын

    But it's great fun.

  • @psychkick666
    @psychkick666 Жыл бұрын

    i dont even know what power of means cos i failed maths at school. now i got to google it.

  • @jros4057

    @jros4057

    Жыл бұрын

    It's simple and don't really need math. Say you produce 6 supply icons. That 6 is 1 and 6 zeros. so 1000000, so 1 million. Here's what makes life easy. Just as an example let's say at every colony the supply needed is either 2 to 4 supply icons. Well don't worry, you can stop and move on since you produce more than enough supplies. Don't even need to try to figure it out. Because think of it like money. 1 cent is .1 supply icon. (so small that it doesn't matter and not represented). 10 cents is 1 supply icons (1 zero and 1 icon). 100 cents/1 dollar is 2 icons...etc Now say that 1 colony produces 6 supply icons and that's all you produce. In dollars it would be like 1 with 6 zeros after it, so $1000000. Can you afford to feed your colony with supplies? Well say you have 6 colonies. And I said all need between 2 and 4, so let's assume worst case and pic 4 for all. That would be $10000 (1 and 4 zeros) needed for each colony. So $60000. And you see why I said to just move on and not to worry. Because of this even if each colony needed 5 supply icons you know you don't need to worry about being able to supply them. However you will have a far smaller amount of supply left over than if they only needed 4 since going from 4 to 5 means you need 10 time more supply. So you can basically look to see what the highest number of icons you need on an individual colony. If the max is 4 then don't worry. 5 then no problem but less profit since you will have less left over. If 1 colony demands 6 supply and the other 5 demands 0, this is very bad. Because all the supply is used even though 1 colony only increased 1 icon and the rest eliminated have zero need. This is why a gamma core can still be great. It decreases the demand by 1 icon so 1000000 demanded would become 100000 required.

  • @psychkick666

    @psychkick666

    Жыл бұрын

    @@jros4057 thank you. I understand more now. Mostly your 1st and 2nd paragraph because it is simple, I don't understand others cos I haven't tried any colonies yet. Thank u, I tried googling before but stopped searching after 5 minutes

  • @psychkick666

    @psychkick666

    Жыл бұрын

    @@jros4057 so power of 4 means 1and four zeros=10,000. Power of 3 means 1and three zeros=1,000. Power of 2 means one and two zeros=100. Oh so lower power of is really tiny, weird way of counting numbers.

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