Colonies are player-owned settlements on planets within the sector. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits.
Colonies were added in version 0.9a. An in-progress blog post is available at dev blog post on colonies, containing some information on the workings of colonies, though the information contained is partially outdated.
Colonization is a fairly simple process; the player is required to simply find a planet, survey it, and put down the required crew, supplies, and heavy machinery to colonize the planet.
To colonize any planet, the fleet is required to consume 1000 Crew, 200 Supplies, and 100 Heavy Machinery. Players should take into account that it is possible to leave your fleet with insufficient skeleton crew.
The full process of colonization is as follows:
- Locate an uncolonized planet, or a planet not currently settled by yourself or a different faction.
- Survey the planet.
- Explore Ruins if there are any.
- Press 'Establish a Colony', and then 'Establish Colony...'.
- Create a new name for the planet, if you so choose (you can change it later).
- Create a name, select a flag, and set grammar rules for your new faction if it's your first colony (can be changed later).
- Confirm your choice.
Choosing a Planet
The hardest part of setting up a colony is locating a planet suitable for the player's goals. Different types of planet tend to hold different traits, and can vary in their rarity both to locate at all and in which resources they appear with.
In 0.9.1, a player consensus on the Discord community is to try and settle a single system with multiple planets, where the system is self-sufficient across most or all commodity types. This is preferable to spreading out across multiple star systems, as the same-system planets will cover each other with their patrols and only one pirate base needs to be dealt with at a time. High-hazard planets are tolerable to a degree, especially if they provide otherwise unavailable resources such as volatiles.
In 0.95a, multiple new colony items have been added that substantially increase industries effects and they all have unique requirements and or quirks, making a wider variety of planets desirable.
The negative hazards to look out for are No Atmosphere and Hot/Extreme Heat. No Atmosphere are for fuel production and refining industry items, and hot planets are for patrol production. Also Cold, Extreme Cold, Poor Light, and Darkness can be removed with the right item.
The Hazard Rating of a planet dictates how much an industry or structure costs to run each month, as well as affecting the rate at which population grows. Hazard rating will affect whether or not a player wants to colonize a world in their playthrough and which industries to construct upon on it.
The base value of every planet is a rating of 100%. Most planets will have hazard conditions that affect their hazard rating in one way or the other.
The hazard rating of a planet directly affects the monthly upkeep cost of the planet's industries and structures. For every 25% the hazard rating is above 100%, the upkeep is increased by 25%, and for every 25% below, it decreases by 25%. So, for instance:
- A planet with a hazard rating of 150% will increase a base upkeep of 1000 credits to 1500 credits (a 50% increase).
- A planet with a hazard rating of 100% will maintain the base upkeep of 1000 credits.
- A planet with a hazard rating of 75% will decrease the base upkeep of 1000 credits to 750 (a 25% decrease).
As harvesting industries such as Mining have lower upkeep than production-based industries such as Heavy Industry, it may be advisable to prioritize the former type of industry on high hazard rating planets, and use in-faction imports to transfer materials extracted on these planets to other colonies on low hazard rating planets, which have production industries.
The hazard rating also directly affects the population growth rate of a planet. For every 25% the hazard rating is above 100%, the population growth rate will be decreased by 2 points, and vice versa for a hazard rating below 100%.
- Main article: Market conditions
All planets contain Resources that can be harvested by extraction industries. These will be what dictates the worth of a planet in terms of income, as some planets contain an abundance of materials such as Volatiles and Food, whereas others can barely provide even a paltry amount of Ore.
The presence and amount of resources on a planet dictates the baseline for much of that resource a given industry can extract, or whether or not that industry can be constructed to begin with (e.g., a planet with no farmland cannot have Farming).
Monthly upkeep can be decreased based on whether or not all industries and structures have their commodity demand met from colonies within the player's faction, so it may be advisable for a player to focus on planets with a high supply of resources, in spite of slightly higher hazard ratings than desirable, in order to later place industries on planets that may not contain as many resources but instead hold low hazard ratings to keep upkeep costs down. This is an especially important consideration when taking into account that extraction industries tend to have far lower upkeep costs than production industries.
Each resource has four levels of abundance on a planet, five in the case of ores, dictating how much of that resource a planet will extract at a baseline from the appropriate industries;
- -1 - Poor/Sparse/Trace
- +0 - Adequate/Moderate/Common/Diffuse
- +1 - Abundant/Rich (farmland)
- +2 - Plentiful/Rich (ores)/Bountiful (farmland)
- +3 - Ultrarich (ores)
These are static and cannot be changed, as with all standard hazard and resource conditions, though the amount the colony produces will increase alongside the population size, meaning that a planet with a low supply of a given resource isn't immediately worthless, so long as the resource is present at all.
Though it can be improved later through a variety of methods, the base Accessibility of a planet is a crucial statistic in considering the viability of a colony there.
The accessibility of a planet affects most factors of the colony's use as a population center and as a market power.
The income from exports by a given colony is directly tied to the accessibility, as it multiplies the colony's market share in each export commodity, and therefore export revenue. For example, if two planets produce 5 units of ore but planet A has 150% accessibility while planet B has only 100%, planet A will have a 50% larger market share (subject to rounding).
The amount of resources that can be exported and imported both in-faction and cross-faction is also tied to the accessibility. For every 10% of accessibility a colony holds, it can export or import one additional unit of each resource to and from other factions respectively (rounded down). In-faction import/export capacity uses the same value but with a bonus of 5.
So a colony with 79% accessibility can import/export 7 units of any given resource cross-faction (79% divided by 10 is 7.9, rounded down to 7), and 12 units in-faction (7 units from accessibility, plus 5). This can affect a colony's ability to produce or export to its maximum potential; a colony producing 5 Food can only export 4 cross-faction with an accessibility of 49% or less, for instance.
Accessibility is modified by many factors:
- Planet's proximity to other colonies (can be both negative and positive)
- Hostilities from the colony's faction with other factions (based on the number and size of factions with hostilities)
- Free Port status (+5% accessibility, increases to +25% over 1 cycle/365 days)
- Colony size (+10% at size 5, then another 5% per additional colony size)
- Structures and industries constructed on that colony;
- Upgrades to the structures and industries.
- Story point upgrade in spaceport/megaport and waystation +20% accessibility each.
- Alpha core in spaceport/megaport +20%
- Fullerene Spool in spaceport/megaport +30%
- An administrator with the Space Operations skill +30%.
- Pirate activity (-[10~50]% penalty based on severity based on pirate base's level)
It is important to consider the ability to later increase accessibility past the listed value when first viewing a prospective colony, as the value is just from proximity, hostilities and spaceport and does not include the megaport, waystation, admin and free port bonuses; it is possible to immediately increase the accessibility by 185% and over time reduce hostilities and gain the size bonus.
|Colony size is an approximate measure of the population level. A colony one size larger has many times the population.|
The Colony Size is a highly important factor in all aspects of a colony's function. It affects both the base income and base upkeep of all industries and structures built on a colony, and also dictates the base level of production for all industries upon that colony, whether extraction (like Mining) or production (such as Refining). Colony size also affects the size of patrols and military fleets created when the colony has a Patrol HQ.
Colony size grows as dictated by the colony's Growth Rate. This value is modified by a variety of factors, and can even go negative. A negative growth rate will cause the colony's progress towards the next size to slowly return to 0%, but it cannot cause the colony's size to decrease. The growth rate lists the amount that the colony's total growth (shown below the Population & Infrastructure industry) increases per month, and will increase the colony size once the total growth reaches 100%.
The growth rate is dictated by the amount of growth points a colony has, and the following factors affect the total of those points:
- Accessibility (+1 growth point for every 10% accessibility, or -1 for every 10% below 0% accessibility)
- Instability (-1 growth point for every stability point below 10)
- Hazard rating (-2 growth points for every 25% hazard rating above 100%, and vice versa for below 100%)
- Free Port status (+5 growth points, increases to +25 growth points over 1 cycle/365 days)
- Spaceport (+2 growth points)
- Megaport (+1 growth point per colony size)
- Decivilized Subpopulation (+1 growth point per colony size)
- Hazard pay (counters the hazard penalty and +5 growth points)
- Larger, non-hostile markets in system (increases rate)
- Shortage of commodities for industries (decreases rate based on shortage)
The effect of growth points on the total growth rate decreases as the colony size increases, leading to a longer time between size increases as the colony's size grows. The maximum non-player colony size is 10 as of the .95 update, while player colony size has currently been capped at 6.
The actual population of a colony can be determined by using this formula:
P = 10n(9g + 1), where P is the population, n is the colony size, and g is the percentage of growth between the current population size and the next population size (denoted in-game as "total growth").
The Stability of a colony, as the name implies, indicates how stable the colony is. It dictates the power of the colony to influence the global market, and thus affects income, it has an impact on the strength of the colonies' fleets and defenses, and is a marker of the strength of the colony's own market and its resilience to black market trade. Colonies with extraordinarily low stability for an extended period of time are prone to becoming decivilized and thus falling out of the hands of their parent faction. Currently, the time period required to start decivilizing is 16 months at 0 stability (the math is a bit more complicated, but most of the months need to have 0 stability), then there is a 10% chance of decivilizing each following month.
Stability, like accessibility, is affected by many factors:
- Base Value (+5 stability)
- Comm Relay status (no relay in-system causes -1 stability; makeshift relay held by faction adds +1, Domain-era adds +2)
- Demand for Domestic and Luxury Goods (+1 stability for each of the two demands met)
- Patrol HQ (+1 stability, Military Base and High command add +2)
- Orbital Station (+1 stability, Battlestation adds +2, Star Fortress adds +3)
- Ground Defenses (+1 stability, as with its upgrade Heavy Batteries)
- Administrator skills (Planetary Operations 3 adds +2 stability)
- Decivilized subpopulation (-2 stability)
- Free Port status (-1 stability, increases to -3 over 1 cycle/365 days)
- Luddic Path activity (-1 stability, can be reduced further due to sabotage events)
- Pirate activity (-1 to -3 stability based on pirate base's level)
- Shortage of commodities for industries (based on the scale of the shortage)
Stability affects the income of the colony, up to a 50% increase at 10 stability or 100% decrease at zero stability.
Monthly Income & Upkeep
Each industry and structure in a colony has an upkeep cost taken each month which varies based on the colony size, and many industries produce commodities that will be sold to generate income, or otherwise generate income naturally.
Monthly Income is one of the main reasons a colony is created. It is generated naturally each month through the Population & Infrastructure industry, which is automatically added to every colony, and increases based on the colony size. Income is also gained through the export of the various commodities produced by the industries of a colony.
The total income of a colony is increased by up to 50% based on the Stability of the colony, and can be increased by 10% if the Administrator has the skill Industrial Planning at level 3.
The amount of income generated by a given commodity is based on the global market value of the commodity, which can be seen by clicking the commodity in the colony window, and the percent of the market share that the colony is exporting. If the colony is exporting food, with 25% of the market share, and food holds a global market value of 100 000 credits, the colony will generate 25 000 credits per month from exports; 25% of 100 000 credits.
Monthly Upkeep is a natural expense of running a colony. Every single industry and structure, including Population & Infrastructure, requires a monthly upkeep. The upkeep varies based on the industry or structure, and also increases based on the colony size.
Upkeep is further modified by the hazard rating, increasing by 25% for every 25% the hazard rating is above 100%, and vice versa for below 100% hazard rating.
The upkeep of individual industries and structures can be decreased by installing an Alpha or Beta AI Core into it, decreasing the upkeep of that particular construction by 25%.
Finally, upkeep can be decreased by up to 50% based on how much of a colony's demand for commodities is fulfiled in-faction, by the production from other colonies. For every 10% of the colony's demand filled by in-faction imports, the upkeep of the colony decreases by 5%.
- Main article: Industry
Industries are buildings that produce various commodities for export around the sector, generally in the name of profit. To build an industry that extracts a base resource (Food, Ore, Transplutonic Ore, Organics, Volatiles, Ruins), that resource must be present as a condition on the planet. Industries that refine resources (Refinery, Fuel Production, Light Industry, Heavy Industry) do not require any conditions, and instead receive their resources from imports (whether in-faction or cross-faction).
A single colony can have a maximum of four industries, able to construct one at colony size 3, two at size 4, three at size 5, and four at size 6. The following structures count as industries for this limit:
- Light Industry
- Heavy Industry (and its upgrade Orbital Works)
- Fuel Production
- Military Base and High Command (upgraded from Patrol HQ, a non-industry structure)
Every industry demands commodities, and produces more commodities for export. The amount of a given commodity that an industry both produces or needs is based on the resource conditions of the planet (if the industry is Farming or Mining), the colony size, and the administrator skill Industrial Planning 2.
Industries, like other structures, also have upkeep costs, and production industries (such as Refining) tend to have far higher upkeep cost than harvesting industries (like Farming).
Each industry has unique aspects to them that should be considered. Some are useful for you directly, some are just profitable but depend on planet properties, items, competition and your other industries and some have unique uses.
- Main article: Colony threats
|High population, low hazard rating|
Mouse over the Credits/Month and hit F1 for a detailed breakdown of profitability
Making a colony profitable means keeping costs down and income high.
Costs occur from industry maintenance, which is impacted by hazard rating, so low hazard worlds are desirable to keep costs down. If you do colonize a high hazard world, consider placing manufacturing industries elsewhere. More significantly, upkeep is affected by the fraction of demand supplied from in-faction sources (up to 50% reduction), so as you make your faction self-sufficient costs go down.
Income can be gained from raw population and from exports. Population is a major factor, since it generates a lot of credits on its own. High population can also factor into large production output.
It is also well worth considering growth incentives when the colony population is still small. The cost of the incentives rises sharply with colony population size, but the return on investment for small colonies can be exceptional.
Stability can potentially be a big factor in profit if it drops too low.
Please note the Tips & Tricks section may contain more niche profitability advice.
Some common misconceptions are that your factions needs to produce what your colonies require. This is not necessarily true. If you have a Spaceport and the colony accessibility is not dramatically low then your colony can import what it needs from the Core Worlds. There is no direct cost to imports, although in-faction supply results in lower upkeep costs.
Exporting can be quite lucrative, but consider your production industries carefully as some provide only a tiny return on investment or are situational.
Good commodity markets to break into have either few suppliers and large market worth or have few large suppliers and large demand markets with shortages. Sometimes it is better to put money into population growth in order to set up a bigger production industry later, if a small production supply now will generate a trivial return on investment.
If you note single planets making a big difference to the market then you may wish to consider a raid. For example the Sindrian Diktat capital of Sindria is generally the only large supplier for fuel, with many large demand markets. If a raid were to disrupt their fuel production, then an upstart fuel production colony would stand to make amazing profits.
- The Harvested Organs market has one notable big supplier who also has terrible defenses, often ~100 ground strength, total. You can export Harvested Organs for profit by having a colony set to Free Port and having a decent amount of population. Raiding Nomios in Arcadia to disrupt either its Spaceport or Cryosanctum will suddenly see you with effectively a monopoly supply in a big demand market. Be careful not to decivilize them, however; the cryosanctum is lost when Nomios is destroyed.
- Light Industry is barely profitable on its own, but a Free Port allows production of Recreational Drugs which are quite lucrative.
- Heavy Industry has low profitability; it is useful primarily for removing ship quality penalties and allowing in-faction ship production.
- Main article: Market conditions
Known after visiting the planet or performing a Remote Survey. These primarily relate to the hazard rating of the planet.
Known after performing a survey. Primarily relates to available primary resources for exploitation.
These can occur after a colony is established.
Constructing a Patrol HQ on your colony will cause it to automatically and regularly spawn patrol fleets. More, larger patrols can be generated by upgrading to a Military Base or High Command, at the cost of an industry slot.
A Patrol HQ will maintain two "light" patrols regardless of colony size. The upgrades will introduce "medium" and "heavy" patrols, with the number of patrols (especially the larger types) increasing based on colony size.
Patrols will cover the system the colony is contained in, as well as the immediate area around any hyperspace exits. They will resist any disruption expeditions or raids on their home colony. By default, patrols will comply with the Hegemony AI inspection, although they may be ordered to forcibly resist the inspection if the player so chooses, and will automatically and be able to only do so if the Hegemony is at war with the player's faction. If an objective is captured by a hostile faction, local patrols will recapture it.
There are two main colony stats affecting patrols, Fleet Size and Ship Quality. Fleet size determines the average amount and value of ships in the fleet, so you get bigger, better and more ships, while ship quality determines the average amount of D-mods your ships have (and is also related to what ships and weapons they can use).
Stations provide a concentrated amount of space-based firepower against hostile raids and expeditions, especially when supported by the player fleet, and are much more cost-effective for defending a single location than a Patrol HQ. If destroyed in battle, they will be replaced for free after 1-3 months. Like patrols, a station's armaments depend on the blueprints known to the player.
The base ground defence strength is based on colony size, with larger colonies providing significantly larger values. At the maximum colony size of 10 this is +700 to the base value.
Colony stability provides a linearly scaling penalty or bonus. The multiplier ranges from 0.5x at zero stability to 1.5x at 10 stability.
Construction of a Ground Defenses or Heavy Batteries will provide a 2x or 3x multiplier to ground defence values, respectively. Installing an Alpha AI Core at either of these facilities will provide another 1.25x multiplier.
Constructing an Orbital Station will provide a 1.5x multiplier to ground defences (as well as +1 stability which may provide further benefits to the value). Upgrading to a Battlestation will provide a 2x multiplier. Upgrading to a Star Fortress will provide a 3x multiplier to ground defences. (This largely affects the player attempting stealth raids, as NPC enemies will destroy the station first before raiding.)
Ship quality determines the number of D-mods your fleet has on average. At 0% quality your ships will have on average 5 D-mods, with each additional 20% quality decreasing the average D-mod count by 1. Negative quality is possible. Do note that if a ship would roll to have a "negative" D-mod because you have close to or more than 100% quality it just defaults to no D-mods so when the info box says the fleet has an average of 0 D-mods, it is actually lower as some ships will still have D-mods until ship quality is 120%. For this reason if your ship quality is above 80% it is not really worth using your fleet doctrine to increase it any more.
Not having any in-faction production of ship hulls (i.e. Heavy Industry or Orbital Works) results in a -25% penalty to ship quality (due to use of low-quality imported hulls), and will restrict player fleets to a basic, limited set of ships, weapons and fighters (i.e. the player cannot use any blueprints found in the game). Stations do not require heavy industry to use weapons or fighters from blueprints.
Having a Heavy Industry on a faction colony somewhere will not generate any quality bonus, but will remove the imported hull penalty. Upgrading it to an Orbital Works adds 20% quality. Installing a Corrupted Nanoforge adds a 20% quality bonus (and increases the industry's commodity production by 1 unit), while a Pristine Nanoforge increases quality by 50% (and production by 3 units). Only the Heavy Industry/Orbital Works on the faction's largest colony counts.
In custom production of ships for the player's personal use, the quality from the player's best colony is used, and the doctrine quality modifier is considered to be at its maximum (50%). This means there is no need to manually change doctrine to avoid D-mods on custom production.
The colony's fleet size value multiplies the size of fleets it spawns, in particular patrols but also things like trade fleets and even expeditions.
The colony's fleet size value is based on colony size, with multipliers from the faction doctrine and the planets stability and hull shortage values.
- The base colony value is 50% at size 3, plus 25% for each size above that.
- An admin with Fleet Logistics level 3 will add 25%.
- Doctrine multiplier ranges from 1 to 2, stability multiplier from 0.75 to 1.25 (at 0 to 10 stability).
- Shortages of ship hulls decrease fleet size proportion to the shortage.
- Installing an Alpha AI Core on a Patrol HQ, Military Base or High Command will provide a bonus of 1.25x to fleet sizes from that colony.
Eventually a big enough colony will practically demand all of the defence options in full but the build order for new colonies can have some considerations.
No defences at all is inadvisable. A colony that is close to the edge of the sector can often have some leeway, as the time for threats to arrive is often a little more than the build time for defences.
If you have one colony in this system consider building Ground Defences, as sooner or later something will slip through the orbital patrol net. Do note that you will need to occasionally sweep the system of stragglers of failed raids, otherwise they may build up to problematic proportions.
Alternatively if you have multiple worlds in system (ideally low hazard) then consider multiple Patrol HQs, as the overlapping fleets patrols may effectively prevent ground battles temporarily.
Having a Military Base or High Command is also advisable, especially so on a high-population colony. While Patrol HQs can only field 2 small fleets, both Military Bases and High Commands will increase fleet size and count based on the colony's population.
Star system infrastructure
- Main article: Objective
There are three different types of infrastructure that can be built in a star system, each offering specific bonuses to its owning faction: comm relays, nav buoys and sensor arrays. These can only be built at stable locations at a cost of 20 heavy machinery, 100 metals and 10 transplutonics. Some star systems contain Domain-era infrastructure, which has more powerful effects but cannot be built.
The player can hack these assets, take control of them, or break them for resources, although the latter two actions will be considered hostile acts.
Each star system has 0-3 such objectives or stable locations. New stable locations can be created by interacting with the systems star.
Resource Stockpiles are a place where a colony can optionally pull resources from in the event of a shortage, if that functionality is enabled (off by default). The player can also add or remove from it.
Any commodity that colony produces will also build up a fallback supply in its Resource Stockpile. The player can also optionally add to this stockpile. These different sources are combined for simplicity but they are tracked individually behind the scenes.
A colony or player removing resources from its Resource Stockpile will take from the amount the player has deposited first; this is free. If this runs out then the amount the colony had added can be removed, at a charge of a percentage of the commodity base price. This charge is applied against monthly income.
Every colony must have one administrator, which is the player themselves by default. Directly managing one colony results in a +2 Stability bonus to that colony. Managing two colonies results in no bonus but also carries no penalty. Every additional colony over two results in a -2 Stability penalty which is applied to ALL colonies the player is (mis)managing.
Freelance Administrators can be recruited to manage additional colonies. They are acquired similarly to officers by hiring them on market comm boards, or rarely by rescuing them during salvage operations. You can hire up to three Freelance Administrators.
As of game version 0.95.1a-RC6 Freelance Administrators come in two varieties - without any skills with monthly salary of 2,500 and with the Skills skill with monthly salary of 20,000. The hiring fee is double the monthly salary, and if they are not currently managing a colony their salary is cut down to 1/10. Freelance Administrators can govern one colony at a time.
Other, more exotic options also exist and there is no limit to the number of them you can have so they become necessary if the player wants to colonize more than 4-5 planets.
Tips & Tricks
- Tri-Tachyon bars will often have loan sharks, which can provide a lot of early capital if you want to start a colony right now and are relatively certain it will be profitable or don't care about your reputation with Tri-Tachyon.
- Use Gamma AI Core to reduce demand for inputs that have shortages.
- A commission doesn't stop you from founding colonies; they will still be your own. It's like having a Letter of Marque while also being a colony governor. Commissions can notably help with having enough reputation to avoid threats from that faction.
- On a Free Port colony consider an Alpha AI Core on Population & Infrastructure. The supply of Recreational Drugs & Harvested Organs is often quite restricted so the extra +1 production from the core can make a lot of credits.
- For rimward operations consider a pop-up colony with a Spaceport & Waystation.
- This can act as a local resupply station for commodities, in particular the otherwise hard to locally source Crew. If you have ship production available elsewhere then you can also set the pop-up colony as the Production gathering point in the Command -> Custom Production screen, causing new ships custom built to be automatically shipped to the rim. When finished in that area it is easy to abandon the base provided it has not grown in population
- A "humane" way of dealing with enemy colonies is to put them through the same pain they put you through. Keep an enemy colony at 0 stability long enough and the planet will decivilize and no longer have a colony.
In all maps there are three unclaimed systems in the core worlds: Tia, Duzahk Star System and Penelope's Star. Duzahk and Penelope's are okay systems and can be good or bad but often just aren't very good other than they will have a very nice accessibility which is good for profits and growth. But there are other options, it's just that the best planets tend to already be taken and if you try settle there you get glassed. However blowing up some stations, tactical bombarding, raiding everyday for a month and waiting for a while conveniently deals with both those issues. Al Gebbar is a good start and the Luddic Church has some really nice planets.
And if there are any pesky decivilised populations, colonising and then immediately abandoning and recolonising the planet will deal with them.
Directly east of the Naraka core system there is another called "Rama" and a bit further north a system called "Zendar" both have water worlds and good farmland.
To the North East of the Core Worlds only 15 light years away from the Aztlan Star System lies the Chu Nebula.
Surrounded by Black Holes it carries with it a secret forgotten by time. Beta Chu houses one of the last Cryosleep vessels the Domain sent to the Persean Sector before the Collapse. Home to two worlds, a Terran World rich in both types of ore deposits (+2) but also filled with bountiful farmlands (+2) and abundant organics(+1), while the other, is a desert planet perfectly habitable by human life though with only moderate ore deposits(0) and sparse rare ores(-1) . Ruins of an old colonization effort can be found, but their residents gone with time. These planets awaits those who wish to exploit their valuable resources and millions of cryosleeper lie in wait ready to jump start ones colonization attempt. There also lies plenty of room to expand, nearly all neighboring Nebulas houses one or more habitable planets.
In Duzahk there are 2 habitable planets:
- Terran World - Hazard 50% - Farming(+2) - Organics(0) - Ore Deposits (-1)
- Tundra World - Hazard 150% - Farming(-1) - Organics(+1) - Ore Deposits (0) - Rare Ore Deposits (+1) - Volatiles (-1)
MN-2953191809776730116(ver 0.95a , still actual)
2.2 ly north from Zagan. Kroni system
First - piece of dust. All planets have high hazard rating - 150-200%, so "hazard pay" will be high
1 Habitable tundra world. Abundant organics. Poor farmland. Moderate ore/rare ore deposits. Scattered ruins. Preferred combination - in early "mining+refining" until industry limit 3. Next - light+heavy industry and military base. Next - add farming/commerce/Tech-mining. Mb Mining, if you want to completely opt out of import. With Freeport status and 1-2 cores - full independence from imports.
Also in system: Volcanic with rich ore/rare ore(in future - mining+refining). Gas giant with Diffuse volatiles(in future - fuel plant). Toxic world with Trace volatiles, moderate ore and widespead ruins(or this fuel plant). 2 worlds with ore(rich and moderate)
For Version 0.95.1a RC5
Dhuzak - Arid +3 rare ore, +3 ore
Immediate South East
Volcanic with ruins + civilized + ore, Terran with ore and organics, Tundra.
Domain Era system
2 Arid and 1 Barren (extreme heat, no atmosphere)
Arid, Jungle, Tundra, Frozen. All high Gravity. Interesting system. Domain era +3 burn speed
100% hazard rating gas giant with +1 volatiles, 2 Terran moons, Barren world ultra rich ore (extreme heat, no atmosphere)
- Adjusted how stockpiling at player-owned colonies works
- A quantity of resources produced locally is added to the Local Resources submarket
- More if it's not being exported due to, say, low accessibility
- Taking these results in an at-cost charge in that month's income/expense report
- Can be taken "for free", but their base value is deducted from player's monthly income
- Added a setting to let a colony use these to counter shortages
- Costs considerably less than taking the resources directly
- Resources can be brought to the colony and put in Local Resources manually
- Using or taking these does not result in any cost
- Local Resources submarket tool-tip lists stockpile growth rate and limits
- Monthly salary for unassigned colony administrators reduced to 10% of base
Only up to date for version 0.9.1. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History