StarSector Wiki
Register
(Layout.)
Tag: Visual edit
(→‎Colony Administrators: It's three administrators, not four)
Tag: Visual edit
(46 intermediate revisions by 28 users not shown)
Line 1: Line 1:
  +
{{Tocright}}
The player can establish colonies. These can be useful for profit or building specific new ships & weapons.
 
  +
'''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 [[The Core Worlds|Core Worlds]], or they can simply produce lots and lots of credits.
   
Colonies are a new feature added in version 0.9. The older [http://fractalsoftworks.com/2017/12/21/colony-management/ dev blog post on colonies] has some information that has changed slightly but is generally still an excellent reference.
+
Colonies were added in version 0.9a. An in-progress blog post is available at [http://fractalsoftworks.com/2017/12/21/colony-management/ dev blog post on colonies], containing some information on the workings of colonies, though the information contained is partially outdated.
   
{{toclimit|limit=2}}
 
 
[[Image:Colonise screenshot 1.png|thumb|Low hazard worlds are valuable]]
 
[[Image:Colonise screenshot 1.png|thumb|Low hazard worlds are valuable]]
 
[[Image:Colony screenshot 2.png|thumb]]
 
[[Image:Colony screenshot 2.png|thumb]]
==How to colonise==
+
==Colonization==
  +
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.
* Visit an uncolonised planet
 
* Survey the planet
 
* Create a colony interaction option will become available
 
* Have the required crew & materials of 1000x [[Crew]], 200x [[Supplies]] & 100 [[Heavy Machinery]], which are all consumed in the colonisation process.
 
:* Warning: It is easy to have insufficient crew to meet your fleet's skeleton crew requirements after losing 1000 crew building a colony so plan ahead. Mothballing the crew transports after colonising can be helpful. The crew transports can also be stored on the colony.
 
   
  +
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 consume more crew than your fleet has available to fulfill the skeleton crew requirement.
==Targets for colonisation==
 
<br /><font size="6">'''Low hazard rating'''</font><br />
 
Yes it is that important.
 
   
  +
The full process of colonization is as follows:
Good generally targets for colonisation are roughly in order; low hazard rating worlds, worlds with desirable conditions, or worlds with strategically important locations.
 
   
  +
* Locate an uncolonized planet, or a planet not currently settled by yourself or a different faction
The quality of survey data is a decent abstracted measure; if you get Class IV or Class V survey data then have a serious consideration of that planet.
 
  +
* [[Survey]] the planet and explore [[Ruins]] if you haven't already.
  +
* 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
   
  +
This will immediately deploy a colony on the planet, which includes the [[Population & Infrastructure]] industry and begins to construct a [[Spaceport]].
Low hazard rating is the prime determining factor in whether a colony is profitable via its impact on ongoing maintenance costs and extra growth rate. Which conditions are desirable is somewhat subjective & based on dynamic [[market conditions]]. Ruins can be a nice albeit temporary prize.
 
   
  +
==Choosing a Planet==
===Exploration===
 
  +
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.
Exploration for colonies is mostly about finding low hazard rating worlds. These are most likely around yellow, red & orange stars that are medium size or the inner planets of dwarf sized stars of those colour. Low hazard worlds can exist elsewhere but these are most likely.
 
   
===Unclaimed Core worlds===
+
===Hazard Rating===
  +
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.
Some of the Core Worlds are unclaimed by any [[Factions|faction]], which are worth checking out because they might make high [[accessibility]] colony targets. Placing a colony in a claimed system will see it glassed in short order by that faction without extraordinary player effort but unclaimed systems are fair game. You can check for unclaimed systems by going into Intel screen, Planets tab and using the Unclaimed option. If you are physically in the Core Systems then sorting by distance can be helpful.
 
   
  +
The base value of every planet is a rating of 100%. Most-all planets will have [[Market conditions#Hazard conditions|hazard conditions]] that affect their hazard rating in one way or the other.
====Penelope's Star====
 
[[File:Penelope screenshot 1.png|left|thumb|90x90px]][[File:Penelope screenshot 2.png|left|thumb|90x90px]]
 
'''Penelope's Star''' it an unclaimed star system along the southern edge of the Core Systems with multiple planets. It's proximity to the core worlds make them excellent colonisation possibilities depending on their specific conditions.
 
   
  +
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;
Note: There is currently a bug in v0.9a-RC10 where all of the planets in Penelope's Star are 100% accessibility and also have no conditions. This will be fixed in the next patch.
 
   
  +
* A planet with a hazard rating of 150% will increase a base upkeep of 1000 credits to 1500 credits (a 50% increase)
====Duhzak====
 
  +
* A planet with a hazard rating of 100% will maintain the base upkeep of 1000 credits
'''Duhzak''' system has less planets as Penelope's Star but it is worth checking out.
 
  +
* 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.
==Profitable colonies==
 
{{Quote|High population, low hazard rating}}
 
Mouse over the '''Credits/Month''' and hit '''F1''' for a detailed breakdown of profitability
 
   
  +
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%.
Making a colony profitable means keeping costs down and income high.
 
   
  +
===Resources===
Costs occur from industry maintenance, which is significantly impacted by hazard rating so low hazard worlds are desirable to keep costs down. If you do colonise a high hazard world consider limiting the number of industries there.
 
  +
{{main|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 how much of that resource a given industry can extract at a base line, or whether or not that industry can be constructed to begin with. A planet with no ore, [[Transplutonic Ore]], [[Organics]] or volatiles, for instance, cannot build the [[Mining]] industry at all.
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.
 
   
  +
Monthly upkeep can be decreased based on whether or not all industries and structures have their demands met by resources that are sourced 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 high consideration when taking into account that extraction industries tend to have far lower upkeep costs than production industries.
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 however the return on investment for small population colony can be exceptional.
 
   
  +
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;
Stability can potentially be a big factor in profit if it drops too low.
 
   
  +
* -1 - Poor/Sparse/Trace
Please note the [[Colony#Tips_.26_Tricks|Tips &amp; Tricks]] section may contain more niche profitability advice.
 
  +
* +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 a planet with a low supply of a given resource isn't immediately worthless, so long as the resource is present at all.
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 the Core Worlds can import what your colony needs. Imports are free.
 
   
===Profitable Markets===
+
===Accessibility===
  +
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.
Exporting can be quite lucrative but consider your production industries carefully as some provide only a tiny return on investment or are situational.
 
   
  +
The accessibility of a planet affects most-all factors of the colonies' use as a population center and as a market power.
Good [[Market|markets]] to break into have either few suppliers & 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.
 
   
  +
The income from exports by a given colony is directly tied to the accessibility, being directly identical to the stat to a floor of 0%. A planet with an accessibility of 150%, for instance, will make 150% of the typical export value, with an accessibility of 100% the value will be 100%, and so on.
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 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). The colony's in-faction exports and imports are also tied to the same value, being that number plus five.
====Harvested Organs====
 
The [[Harvested Organs]] market has one notable biggest supplier who also has terrible defences, often ~100 ground strength, total. You can export '''Harvested Organs''' for profit by having a colony set to '''Free Port''' & having a decent amount of population. [[Raid|Raiding]] Nomios in the [[Arcadia Star System]] to disrupt either its Spaceport or Cryosanctum will suddenly see you with effectively a monopoly supply in a big demand market.
 
   
  +
So a colony with 79% accessibility can import/export 7 units cross-faction (79% divided by 10 is 7.9, rounded '''down''' to 7), and 12 units in-faction of any given resource (7 units from accessibility, plus 5). This can also 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.
==Hazard Rating==
 
The '''hazard rating''' multiplies the maintenance of industries directly proportionally. I.e. a 200% hazard world will pay double maintenance for everything. As a good rule of thumb;
 
* 150% hazard or less - can turn most industries into a profit
 
* 200% hazard or more - primary resource extraction only (not refining)
 
   
  +
Accessibility is modified by a large amount of factors;
==Population==
 
  +
* Planet's proximity to other colonies (can be both negative and positive)
[[File:Population00.png]][[File:Population01.png]][[File:Population02.png]][[File:Population03.png]][[File:Population04.png]][[File:Population05.png]][[File:Population06.png]][[File:Population07.png]][[File:Population08.png]][[File:Population09.png]][[File:Population10.png]]<br />Population is measured as 10^X where X is the population "size".
 
  +
* Hostilities from the colony's faction with other factions (based on the number 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;
  +
** [[Spaceport]] (+50% accessibility, and its upgrade [[Megaport]] with +80%)
  +
** [[Waystation]] (+10% accessibility)
  +
** Notably, the '''lack''' of a Spaceport reduces accessibility by 100%
  +
* Administrator's skills (ie. [[Fleet Logistics]] levels 1 and 2, +15% accessibility each)
  +
* Pirate activity (varies based on the scale of the force)
   
  +
It is important to consider the ability to later increase accessibility past the listed value when first viewing a prospective colony, as the value often appears far lower than it can actually reach.
Maximum population size is always 10, regardless of other factors, although not all colonies might be able to naturally grow to that size without growth incentives.
 
   
===Growth Incentives===
+
==Colony Size==
  +
[[File:Population00.png]][[File:Population01.png]][[File:Population02.png]][[File:Population03.png]][[File:Population04.png]][[File:Population05.png]][[File:Population06.png]][[File:Population07.png]][[File:Population08.png]][[File:Population09.png]][[File:Population10.png]][[File:Population_high.png|thumb|right]]
'''Growth Incentives''' cost credits and provide for additional population growth. The ratio of credits to benefit becomes linearly worse as the colony population increases. It can provide an excellent return on investment for a smaller size 3 or 4 colony, due to the extra credit income from higher population & the production bonus to industry.
 
   
  +
{{quote|Colony size is an approximate measure of the population level. A colony one size larger has many times the population.|In-Game Description}}
==Conditions==
 
  +
The '''Colony Size''' is a highly important factor in all aspects of a colonies' 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]].
===Planet conditions===
 
  +
[[File:Total_Growth.png|frame|right|Example of Total Growth]]
Known after visiting the planet or performing a [[Remote Survey]]. These primarily relate to the hazard rating of the planet.
 
   
  +
Colony size grows as dictated by the colonies' '''Growth Rate'''. This value is modified by a variety of factors, and can even go negative. A negative growth rate will cause the colonies' progress towards the next size to slowly return to 0%, however it cannot cause the colonies' size to decrease. The growth rate lists the amount that the colonies' total growth (shown below the Population & Infrastructure industry) increases per month, and will increase the colony size once the total growth reaches 100%.
===Resource conditions===
 
Known after performing a survey. Primarily relates to available primary resources for exploitation.
 
   
  +
The growth rate is dictated by the amount of growth points a colony has, and the following factors affect the total of those points;
===Colony conditions===
 
  +
* Accessibility (+1 growth point for every 10% accessibility, or -1 for every 10% below 0% accessibility)
These can occur after a colony is established.
 
  +
* 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)
  +
* Growth incentives (varies greatly based on colony size and credits put in)
  +
* 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 colony size is '''10'''.
  +
  +
==Stability==
  +
The '''Stability''' of a colony, as implied, 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 colonies' 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.
  +
  +
Stability, like accessibility, has a large amount of factors that affect it;
  +
* Base Value (+5 stability)
  +
* Comm Relay status (Lack of causes -1 stability, Makeshift adds +1, Domain-era adds +2)
  +
* Demand for [[Domestic Goods|Domestic]] and [[Luxury Goods]] (+1 stability for each of the two demands met)
  +
* [[Patrol HQ]] (+1 stability, [[Military Base]] and [[High Command|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 (varies based on the level of sabotage)
  +
* Pirate activity (varies based on the strength of the force)
  +
* 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.
  +
  +
==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.
  +
  +
===Income===
  +
'''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.
  +
  +
===Upkeep===
  +
'''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 Cores|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 colonies' demand for commodities is fulfiled in-faction, by the production from other colonies. For every 10% of the colonies' demand filled by in-faction imports, the upkeep of the colony decreases by 5%.
   
 
==Industries==
 
==Industries==
  +
{{main|Industry}}
Colonies can support up to 12 [[Industry|industries]] each. Industries commonly have [[Commodities|commodity]] outputs, as well as other impacts on colony stats or special features like defence stations or patrol fleets. They have an upkeep cost and often require commodity inputs.
 
  +
'''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 7. The following structures count as industries for this limit;
  +
* [[Farming]]
  +
* [[Mining]]
  +
* [[Tech-Mining]]
  +
* [[Refining]]
  +
* [[Light Industry]]
  +
* [[Heavy Industry]] (and it's upgrade [[Orbital Works]])
  +
* [[Fuel Production]]
  +
* [[Commerce]]
  +
* [[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 tote upkeep costs, and production industries (such as Refining) tend to have far higher upkeep cost than harvesting industries (like Farming.)
The output of commodity-producing industries is primarily based on colony size, adjusted for planetary resource conditions and any applicable skills.
 
   
 
==Colony threats==
 
==Colony threats==
  +
Various threats will continue to arise over a colonies' lifespan, based on the colonies' industries, location, and use of AI, among others.
There are various threats to colonies, which can occur for both player colonies & colonies of other factions. These cause intel popups with a distinctive sound when they begin and can be reviewed at any time in the Colony Threats section of the intel screen.
 
   
 
===Pirate Activity===
 
===Pirate Activity===
  +
[[Image:pirate_activity.png|right]]
[[Image:pirate_activity.png]] Pirates are preying on shipping to or from this colony. This will cause a malus for the colony, scaling with the percentage of shipping pirates successfully interdict.
 
   
===Pirate bases===
 
[[Image:pirate_base.png|left]] <br />
 
 
{{Quote|There have been signs that pirates are targeting shipping and colonies in this system - from port inspectors being pressured to turn a blind eye, to inconsistencies in cargo manifests, to other increased criminal activity.
 
{{Quote|There have been signs that pirates are targeting shipping and colonies in this system - from port inspectors being pressured to turn a blind eye, to inconsistencies in cargo manifests, to other increased criminal activity.
   
The pirates most likely have a base somewhere relatively nearby.}}
+
The pirates most likely have a base somewhere relatively nearby.|In-Game Description}}
   
  +
Pirates will often prey on trade convoys to and from colonies. This affects the stability and accessibility of the colony temporarily whenever it occurs, and varies in severity based on the amount of convoys interdicted. These attacks are launched from [[Pirate Base]]s that are established throughout the sector, typically nearby to the targeted colony. A prompt in Intel will show that this is the case.
Pirates may establish a base in an nearby system and launch raiding parties to intercept trade convoys, causing a stability malus. The more trade convoys they destroy as a percentage of total convoys the more the stability malus. Pirate bases are usually located fairly close by although bases a fifth of the way across the sector map have been reported.
 
   
Pirate bases can be located by a opportunity to talk to a grizzled spacer in the bar, by directly locating the system & then planet the base is orbiting or by the base already being known. Once its location is known then the intel screen will update with the location and arrow.
+
Pirate bases are not automatically revealed, and must be located by the player. If unable to be located manually, the player can visit the dockside bar of any colony under the impact of pirate disruption, where they will find a 'grizzled spacer'. Talking to them will reveal the system in which the pirate base is located.
   
  +
[[Image:pirate_base.png|right]]
Breaking [[Colony#Supporting_star_system_infrastructure|infrastructure]] can be a useful tactic to locate the exact location of a base in a system, as a fleet will be re-tasked with taking a look at it, often coming from at or near the station. This can also be useful for luring a fleet away from the station so it can be quickly destroyed or [[Raid|raided]] to cause disruption to reduce the size & quality of its fleets.
 
   
  +
Pirate bases are typically the lowest level of orbital station, though may occasionally spawn as more powerful stations with deadlier defenders. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Destroying a pirate base is the same as attacking any other station, and will immediately restore the lost stability and accessibility to any affected colonies.
Please note that glassing all of the pirate faction planets will not stop pirates or pirate bases from spawning.
 
   
  +
Pirate bases will continue to spawn regardless of the state of the Pirate faction in the sector. Even if all pirate bases and colonies are eradicated (including those in the Core Worlds), more will continue to spawn endlessly.
===Economic retaliation fleets===
 
[[Image:Raid screenshot 1.png|thumb|right]]Having an envious amount of market share for a commodity may trigger a faction to send a fleet to disrupt a colony. Reputation loses are negated for attacking these specific fleets, although other regular traffic from that faction will still trigger reputation changes as normal.
 
   
  +
===Luddic Path Cells===
Please note that once the system informs you the expedition has failed, attacking these expedition fleets ''will'' cause reputation loss. You may allow them to disperse without issue or further threat from that particular expedition.
 
  +
The [[Luddic Path]] will install cells on colonies partaking in activities that offend their religion. This includes certain industries (especially when they become larger,) and the use of AI cores, with particular anger at the use of Alpha Cores as administrators.
   
  +
Luddic Path Cells begin their existence as Sleeper Cells, indicating the intention of the Luddic Path to disrupt operations at the colony, but exhibiting no immediate effects on the colony and its industries. [[Image:sleeper_cells.png|right]]
Economic retaliation fleets can be dealt with by bribing them, using reputation to pull strings, directly interrupting their staging, defeating them in space or defeating them in ground defence. Bribes start at 100,000 credits. The staging ground is automatically known. You can change the response to the event by using the Response button on the event, via the intel screen.<br />
 
===Hegemony AI inspection===
 
[[Image:Hegemony AI inspection.png|thumb|right]][[Image:hegemony_inspection.png]] The [[Hegemony]] sends an AI inspection fleet to search for & confiscate any AI cores found. Ordering your faction to resist the inspection will instantly make the Hegemony hostile when the fleet arrives.
 
   
  +
After an undetermined period of time, the Cells will awaken and attempt to put together the manpower to sabotage the target of their ire on the colony. For this, they require smugglers to bring in supplies from a nearby Luddic Path base. Once they receive enough support, they will attempt to perform an act of terrorism within the colony to disrupt operations. A colony with high stability will often be able to fend these attacks off, however a successful attack will disrupt that industry and cause a stability penalty temporarily.
Removing AI cores after the event has triggered but before the fleet successfully inspects the colony will leave trace evidence of AI core use. This will avoid the cores being confiscated but will instead disrupt all industries, a -20 reputation hit with Hegemony and a stability malus.
 
  +
[[Image:pather_cells.png|right]]
   
  +
The cells receive support from Pather Bases. These stations will send out smuggler convoys to the target colony, attempting to supply the cells with the materials they need to carry out their mission. The player can interrupt this operation by intercepting the smugglers, though the survival of the base will cause the continued attempts of these convoys.
Hegemony AI inspection fleets can be dealt with by bribing them, using reputation to pull strings, directly interrupting their staging, defeating them in space or defeating them in ground defence. You can change the response to the event by using the Change orders button on the event, accessed via the intel screen.
 
   
===Luddic Path cells===
 
[[Luddic Path]] cells may form on colonies that are most interesting to them and are population 4+. The notes on various [[Industry|industries]] has how much Luddic Path cell interest they generate, if any.
 
   
  +
As with pirates, the method to end Pather activity is to destroy the Pather Base. Unlike Pirate bases, Pather Bases can often end up a large distance away from their target colonies, potentially on the complete opposite side on the sector, meaning locating the base can often be nigh-impossible. Fortunately, a single base will often attempt to supply cells on multiple colonies which can reveal their location on the Intel screen. In the case that the bases' location is _not_ known, the player can travel to the dockside bar of a colony under threat from the Path, and speak to the Pather at the bar. For the cost of 10 000 credits, the system that contains the Pather Base will be revealed.
[[Image:sleeper_cells.png]] Luddic Path may install terrorist cells in worlds not sufficiently following their religion. They begin as sleeper cells with no immediate effect.
 
  +
[[Image:pather_base.png|right]]
   
  +
Locating a Luddic Path base can be difficult as it can potentially be quite a long distance away. Already known Luddic Path bases will automatically update in the intel screen and specify if they are supporting that cell. The base can be located by directly locating it, via rumors in the bar or via the smugglers themselves. If you detect smugglers near the colony then you can mouse over their fleet to see their flight plan or manually tail them back to the base. This is considerably more difficult if there is significant unrelated smuggler activity.
[[Image:pather_cells.png]] Active Luddic Path cells, triggering smugglers to bring them material from a relatively nearby Luddic Path base. If enough smuggled material reaches them then will perform an act of terrorism, disrupting an industry and causing a stability malus for quite a while. Intercepting & destroying the smugglers is one way to stop this from occurring. Luddic Path bases are similar to pirate bases and are not the same as Luddic Path colonies.
 
   
  +
Pather bases are typically the lowest level of orbital station, though may occasionally spawn as more powerful stations with deadlier defenders. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Destroying a Pather base is the same as attacking any other station, and will immediately restore the lost stability to any affected colonies. If all Pather bases are destroyed consistently for an extended period of time, cells on colonies will begin to fade out and disappear.
[[Image:pather_base.png]] Destroying the relevant Luddic Path base currently supporting the cell will disrupt its activities for a time causing it to be dormant. Eventually the cell may start receiving new support from another Luddic Path base, triggering a new intel warning and updated entry. Particularly aggressive cleansing of Luddic Path cell bases may result in the cell finding no bases to support it, causing it to dissolve.
 
   
  +
Pather bases will continue to spawn regardless of the state of the Luddic Path in the sector. Even if all Pather bases and Luddic Path colonies are eradicated (including those in the Core Worlds), more will continue to spawn endlessly.
Locating a Luddic Path base can be difficult as it can potentially be quite a long distance away. Already known Luddic Path bases will automatically update in the intel screen and specify if they are supporting that cell. The base can be located by directly locating it, via rumors in the bar or via the smugglers themselves. If you detect smugglers near the colony then you can mouse over their fleet to see their flight plan or manually tail them back to the base. This is considerably more difficult if there is significant unrelated smuggler activity.
 
   
  +
{{Quote|A successful sabotage operation requires a smuggler to go from the Pather base to the target colony, and you could actually stop the event if you attack the smuggler (and locate the base if you tail them back). But neither is exactly easy to pull off.|Alex}}
Please note that glassing all of the [[Luddic Path]] faction planets will not stop Luddic Path cells nor Luddic Path bases from spawning.
 
   
  +
===Expeditions===
Breaking [[Colony#Supporting_star_system_infrastructure|infrastructure]] can be a useful tactic to locate the exact location of a base in a system, as a fleet will be re-tasked with taking a look at it, often coming from at or near the station. This can also be useful for luring a fleet away from the station so it can be quickly destroyed or [[Raid|raided]] to cause disruption to reduce the size & quality of its fleets.
 
  +
[[Image:Raid screenshot 1.png|thumb|right]] If the player's colony upsets another faction's interests, they may send out an Expedition to the offending colonies. These will vary on size, based on the market or principle threat the colony poses, and will attempt to raid the target colony to disrupt the disputed operation.
   
  +
A colony being under Free Port status, and trading in high amounts of often illegal goods ([[Recreational Drugs]] and [[Harvested Organs]]), using large amounts of AI, or holding a large market share of particular goods may cause expeditions to be triggered.
{{Quote|A successful sabotage operation requires a smuggler to go from the Pather base to the target colony, and you could actually stop the event if you attack the smuggler (and locate the base if you tail them back). But neither is exactly easy to pull off.|Alex}}
 
   
  +
These expeditions can be solved in three ways;
===Glassing===
 
Threats are not normally directly fatal to the colony but rather loss of items, credits or colony stats. This is not the same for glassing or [[Bombardment|bombardments]] which can destroy a colony outright, including all items in storage or plugged into industry. Fortunately this only occurs when settling a colony within a system claimed by one of the other [[Factions]].
 
   
  +
The first is to simply fight off the invading fleet. Directly interrupting an expedition will cost the player 5 reputation with the aggressing faction, though will prevent any negative impacts on the colony. The player can either wait for the expedition to reach their system, intercept them on the hyperspace journey, or take the fight to their staging system (revealed in the Intel). All three methods receive the same reputation penalty/
There is a specific warning on the colonise information screen if this planet is within a claimed system. You can also prospectively check if a planet is not within a claimed system by using the Intel screen, Planets tab and Unclaimed option.
 
   
  +
The second option is to command your colony to pay off the faction once they reach your system, which will cause them to leave without incident. This does not lower your reputation with that faction, though can be expensive (starting at 100 000 credits and increasing the more the player bribes expeditions).
==Colony Defences==
 
There are two dedicated industries for defence and a number of other factors. Population size is a significant & frequently overlooked factor boosting colony defence.
 
   
  +
The third option is to use your reputation with the faction to disrupt the expedition before it sets off, which requires at least Friendly (25/100) with the aggressor.
===Patrols===
 
Constructing a [[Patrol HQ]] on your colony will cause it to automatically and regularly spawn patrols consisting of ships and equipment that you have previously learned from blueprints. These patrols will attempt to safeguard the system the colony is contained in, as well as the immediate area around any hyperspace exits. They will also 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.
 
   
  +
To physically prevent the expedition, you are only penalized 5 reputation with the expeditionary faction. However, attacking that fleet again once they retreat will cause normal reputation loss as though you attacked a typical fleet from that faction. This does not lower your reputation.
The size and quality of these patrols partially depend on the doctrine settings the player has set. The player can also prioritize specific ships, equipment, or fighters to make up the majority of the fleet if they so choose.
 
   
  +
===Hegemony AI Inspection===
Colony size provides a scaling bonus to fleet sizes, with larger colonies providing significantly larger patrol fleets. At the maximum colony size of 10 this is a +250% bonus to fleet size.
 
  +
[[Image:Hegemony AI inspection.png|thumb|right]][[Image:hegemony_inspection.png]] If your colony is notorious for AI core usage, the [[Hegemony]] will deploy a special-purpose expedition to the player's colony; an AI Inspection Fleet.
   
  +
Unlike typical expeditions, player colonies will automatically concede to these inspection fleets, and if AI cores are discovered they will be immediately confiscated and the player's reputation with the Hegemony will decrease by 10, and a further decrease of 1 per Gamma Core, 2 per Beta Core, and 4 per Alpha Core found.
Having an administrator with the [[Fleet Logistics]] skill at level 3 will grant a +25% size bonus to spawned fleets at the colony that administrator is governing.
 
   
  +
If the AI inspection fleet finds less than 80% of the expected value in AI cores, as a result of the player removing AI cores after the inspection fleet has been announced, the fleet will disrupt all the colonies' industries, reduce the player's reputation with the Hegemony with 20, and penalize the colonies' stability. AI core values are the same as the reputation penalties the player would receive were they confiscated; 1 value for a Gamma, 2 for a Beta, and 4 for an Alpha Core. This does allow the player to replace high value cores for the equivalent in low value cores, to change which cores the fleet takes.
Colony stability provides a scaling malus or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.25x to fleet sizes from that colony.
 
   
  +
Alternatively, the player can choose to resist the inspection, allowing them to attack the inspection fleet as though they were a typical expedition. The player must go to the Intel window, and then use the Avert option to specifically select this option.
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.
 
   
  +
The player may also bribe the inspectors, causing them to arrive and act as though no cores were present. This costs the same as bribing a typical expedition. Similarly, the same reputation can be used to disrupt the fleet before it leaves.
Not having any in-faction or local production of ship hulls will cause fleet sizes to be scaled to 0.5x (half). This is caused by having neither an [[orbital works]] nor a nanoforge installed at the colony, while also having no other owned colonies that can export ship hulls to it.
 
   
The orbital works industry and nanoforges will also contribute to ship quality. The colony's stability, along with an optional setting in fleet doctrine are other factors in ship quality. Ship qualities below 100% will cause ships in spawned patrols (and custom production) to have D-mods, with qualities further below 100% having more D-mods ''on average.'' For example, a ship quality of 95% will have an ''average'' of 0 D-mods per ship, although some ships will still have one. Some ships may have even more than one, although this is is unlikely.
 
   
It is unknown if ship quality over 100% has any effect.
 
   
===Ground Defences===
+
==Profitable colonies==
  +
{{Quote|High population, low hazard rating}}
The strength of the [[Ground Defences|ground defences]] affects the effectiveness of raids and other ground operations against the colony. For worlds not owned by the player, it also increases the amount of fuel required to bombard it.
 
  +
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.
Colony size provides a scaling bonus to ground defences, with larger colonies providing significantly larger values. At the maximum colony size of 10 this is +700 to the base value.
 
   
  +
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.
Colony stability provides a scaling malus or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.5x to ground defences at that colony.
 
   
  +
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.
Construction a Ground Defences 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.
 
   
  +
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 however the return on investment for small population colony can be exceptional.
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.
 
   
  +
Stability can potentially be a big factor in profit if it drops too low.
As of 0.9, a story quest provides a special constructable industry which provides a 3x multiplier to ground defence values. Installing an Alpha [[AI Core]] at this facility will provide another 1.5x multiplier.
 
   
  +
Please note the [[Colony#Tips_.26_Tricks|Tips &amp; Tricks]] section may contain more niche profitability advice.
==Defence Strategies==
 
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.
 
   
  +
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 [[The Core Worlds]] can import what your colony needs. Imports do not have direct costs, although you will not benefit from the upkeep reduction.
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.
 
   
  +
===Profitable Markets===
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.
 
  +
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 & 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.
Alternatively if you have multiple worlds in system (ideally low hazard) then consider multiple [[Industry#Patrol HQ|Patrol HQ]] as the overlapping fleets patrols may effectively prevent ground battles at all for a time.
 
   
  +
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.
==Star system infrastructure==
 
There are three different types of infrastructure that can be built in a star system.
 
   
  +
====Harvested Organs====
Pristine versions of infrastructure provide a bigger bonus but can no longer be constructed. If these pieces of pristine pre-collapse technology are dismantled there is no way to get them back, although a Makeshift version can be built in its place.
 
  +
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''' & having a decent amount of population. [[Raid]]ing Nomios in [[Arcadia Star System|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.
   
  +
==== Volturnian Lobsters ====
Multiples of the same type of infrastructure will not stack their bonuses, although they do provide some resilience against losing the bonuses to enemy actions.
 
  +
As can be easily gleaned, the [[Volturnian Lobster]] market is effectively monopolized by the Sindrian Diktat, as the ocean moon of Volturn is the only world that produces them. Decivilizing the colony and wrestling its control from Andrada's grubby hands will give you full control over the lobster market, which are highly profitable across the Core Worlds.
   
  +
Note: The Volturn colony under the player's control does not export Lobsters. Players will have to trade them manually.
Infrastructure can be interacted with to Take control of it or to Break it for salvage, which will greatly anger the owner. In addition [[Comm relay|Comm Relays]] allow you to install comm sniffers, so you receive intel updates from this system without being present. Nav Buoys & Sensor Arrays can be hacked which confers the benefit of it to you & your allies as well as its owner, until the hack is detected & cleared.
 
   
  +
==Conditions==
[[Image:stable_location.png]] System Infrastructure can only be built at special '''stable locations''' and there is no way to increase the number of stable locations.
 
  +
===Planet conditions===
  +
Known after visiting the planet or performing a [[Remote Survey]]. These primarily relate to the hazard rating of the planet.
   
  +
===Resource conditions===
You can claim existing infrastructure for the cost of 5 [[Heavy Machinery]].
 
  +
Known after performing a survey. Primarily relates to available primary resources for exploitation.
   
  +
===Colony conditions===
All types of makeshift system infrastructure cost:
 
  +
These can occur after a colony is established.
* 100 [[metals|Metal]]
 
* 10 [[Transplutonics]]
 
* 10 [[Volatiles]]
 
* 10 [[Heavy Machinery]]
 
   
  +
===Glassing===
Scrapping infrastructure will give back half of the build cost with domain ones giving back twice that amount.
 
  +
Threats are not normally directly fatal to the colony but rather loss of items, credits or colony stats. This is not the same for glassing or [[Bombardment|bombardments]] which can destroy a colony outright, including all items in storage or plugged into industry. Fortunately this only occurs when settling a colony within a system claimed by one of the other [[Factions]].
   
  +
There is a specific warning on the colonize information screen if this planet is within a claimed system. Be careful; on the warning, only the faction name is highlighted, in a small line, at the relative top of the screen. You can also prospectively check if a planet is not within a claimed system by using the Intel screen, Planets tab and Unclaimed option.
{{quote|This otherwise unremarkable point in the surrounding vast emptiness is a local minimum in the star system's hyperwave field. The relative lack of interference makes it uniquely suited for the placement of hyperwave-tech-using structures.|Stabe Location In-Game Description}}
 
   
  +
Glassing can also occur on planets within a system where multiple parties are already present. The glassing will always emanate from the party that claims the system.
===Comm Relay===
 
Provides a stability boost to all allied colonies in this star system. Also enables global market info for in-system colonies and sector-wide intel updates.
 
   
  +
==Colony Defences==
<br clear="all" />[[Image:relay_makeshift.png]] '''Makeshift Comm Relay''' can be built and provides +1 stability.<br />This is effectively +2 stability, as it also negates a -1 malus from not having a Comm Relay.
 
  +
There are two dedicated industries for defence and a number of other factors. Population size is a significant & frequently overlooked factor boosting colony defence.
{{quote|An imitation of the Domain-era counterpart, constructed using what passes for the state of the art in the Sector. Nonetheless, a makeshift comm relay is capable of facilitating faster-than-light comms between star systems, even if the transmission speeds are less than ideal and the occasional phantom comm streams picked up give nightmares to even the most seasoned operators.|Makeshift Comm Relay}}
 
<br clear="all" />[[Image:relay.png]] '''Domain Comm Relay''' cannot be built and provides +2 stability.
 
{{quote|A Domain-era technology used primarily on the frontier, this is a hyperwave communications array which transmits and receives data between star systems at faster-than-light speeds. The rapidly pulsing hyperwaves suitable for FTL data transmission have been shown to damage DNA so these relays are always stationed away from habitats.|Domain Comm Relay}}
 
   
===Sensor Array===
+
===Patrols===
  +
Constructing a [[Patrol HQ]] on your colony will cause it to automatically and regularly spawn patrols consisting of ships and equipment that you have previously learned from [[blueprints]]. These patrols will attempt to safeguard the system the colony is contained in, as well as the immediate area around any hyperspace exits. They will also 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.
Provides a [[Sensors|sensor strength]] boost to all allied fleets in this star system.
 
   
  +
The size and quality of these patrols partially depend on the doctrine settings the player has set. The player can also prioritize specific ships, equipment, or fighters to make up the majority of the fleet if they so choose.
<br clear="all" />[[Image:sensor_array_makeshift.png]] '''Makeshift Sensor Array''' can be built and provides +400 sensor strength.
 
  +
{{quote|Built using the best technology available in the Sector, a makeshft sensor array is nonetheless capable of passively monitoring the entire star system and has a transmitter capable of real-time, faster-than-light data transmission to friendly fleets within. The data is useful to supplement the regular sensor readings made by fleets.|Makeshift Sensor Array}}
 
  +
Colony size provides a scaling bonus to fleet sizes, with larger colonies providing significantly larger patrol fleets. At the maximum colony size of 10 this is a +250% bonus to fleet size.
<br clear="all" />[[Image:sensor_array.png]] '''Domain Sensor Array''' cannot be built and provides +700 sensor strength.
 
  +
{{quote|A Domain-era technology, this is a super-high-resolution passive monitoring array with a transmitter capable of real-time, faster-than-light data transmission within the star system. The data is useful to supplement the regular sensor readings made by fleets.|Domain Sensor Array}}
 
  +
Having an administrator with the [[Fleet Logistics]] skill at level 3 will grant a +25% size bonus to spawned fleets at the colony that administrator is governing.
  +
  +
Colony stability provides a scaling penalty or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.25x to fleet sizes from that colony.
  +
  +
Installing an [[AI Cores#Alpha Core|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.
  +
  +
Not having any in-faction or local production of ship hulls will cause fleet sizes to be scaled to 0.5x (half). This is caused by having neither an [[orbital works|Orbital Works]] nor a Nanoforge installed at the colony, while also having no other owned colonies that can export ship hulls to it.
  +
  +
The Orbital works industry and Nanoforges will also contribute to any produced ship's quality. The colony's stability, along with an optional setting in fleet doctrine are other factors in ship quality. Ship qualities below 100% will cause ships in spawned patrols (and custom production) to have D-mods, with qualities further below 100% having more D-mods ''on average.'' For example, a ship quality of 95% will have an ''average'' of 0 D-mods per ship, although some ships will still have one. Some ships may have even more than one, although this is unlikely.
  +
  +
D-mods are still possible but rare above 100% quality. 120% quality will ensure 0 D-mods 100% of the time.
  +
  +
===Ground Defences===
  +
The strength of the [[Ground Defences|ground defences]] affects the effectiveness of raids and other ground operations against the colony. For worlds not owned by the player, it also increases the amount of fuel required to bombard it.
  +
  +
Colony size provides a scaling bonus to ground defences, 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 scaling penalty or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.5x to ground defences at that colony.
  +
  +
Construction a Ground Defences or [[Heavy Batteries]] will provide a 2x or 3x multiplier to ground defence values, respectively. Installing an [[AI Core#Alpha Core|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.
  +
  +
As of 0.9, a story quest provides a special constructable structure which provides a 3x multiplier to ground defence values. Installing an Alpha AI Core at this facility will provide another 1.5x multiplier. As it is a structure, it doesn't take an industry slot.
  +
  +
==Defence Strategies==
  +
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 [[Industry#Patrol HQ|Patrol HQ]] 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 HQ's 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|Objective}}
  +
[[File:Magec_relay.jpg|thumb|240px|An [[independent]] makeshift comm relay]]
  +
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|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.
===Nav Buoy===
 
Provides a stability boost to all allied fleets in this star system.
 
   
  +
Each star system has 0-3 such objectives or stable locations. New stable locations cannot be created.
<br clear="all" />[[Image:nav_buoy_makeshift.png]] '''Makeshift Nav Buoy''' can be built and provides +2 maximum burn speed.
 
{{quote|Built using the best technology available in the Sector, a nav buoy monitors the in-system hyperfield and is capable of transmitting its findings to friendly fleets in-system. The data is often somewhat unreliable but still useful in making on-the-fly drive field adjustments.|Makeshift Nav Buoy}}
 
<br clear="all" />[[Image:nav_buoy.png]] '''Domain Nav Buoy''' cannot be built and provides +3 maximum burn speed.
 
{{quote|A Domain-era technology, a nav buoy monitors the in-system hyperfield and is capable of transmitting its findings to friendly fleets in-system. The data readings are pristine and of great use in configuring drive fields.|Domain Nav Buoy}}
 
   
 
==Resource Stockpiles==
 
==Resource Stockpiles==
'''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.
+
'''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 it's 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.
+
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 and 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.
+
A colony or player removing resources from its Resource Stockpile will take from the amount the player has deposited first and 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.
   
 
The [[Waystation]] industry will cause the colony to stock up on all sorts of commodities and in greater quantities.
 
The [[Waystation]] industry will cause the colony to stock up on all sorts of commodities and in greater quantities.
   
 
==Colony Administrators==
 
==Colony Administrators==
Every colony must have one administrator, which is the player themselves by default. There is a limit on the number of colonies the player can personally concurrently administer before all colonies you administer receive a stability malus. Freelance administrators can be recruited for this task; they are acquired similarly to officers by hiring them on market comm boards, or rarely by rescuing them during salvage operations.
+
Every colony must have one administrator, which is the player themselves by default. There is a limit on the number of colonies the player can personally concurrently administer before all colonies you administer receive a stability penalty. Freelance administrators can be recruited for this task; they are acquired similarly to officers by hiring them on market comm boards, or rarely by rescuing them during salvage operations.
   
Administrators have zero, one or two of the three skills that benefit colonies ([[Fleet Logistics]], [[Planetary Operations]] and [[Industrial Planning]]). They cannot level up and will always remain with their starting skills. Administrators with more skills have a higher salary.
+
Administrators have zero, one or two of the three skills that benefit colonies ([[Fleet Logistics]], [[Planetary Operations]] and [[Industrial Planning]]). They cannot level up and will always remain with their starting skills. Administrators with more skills have a higher salary.
   
The player can directly manage two colonies and have two administrators (other than themselves) by default. The [[Colony Management]] skill allows up to four personal colonies and three administrators.
+
The player can directly manage two colonies and have two administrators (other than themselves) by default. The [[Colony Management]] skill allows up to four personal colonies and three administrators.
   
 
[[AI Cores#Alpha Core|Other, more exotic options]] may also exist.
 
[[AI Cores#Alpha Core|Other, more exotic options]] may also exist.
Line 263: Line 361:
 
* Volcanic worlds are often a good fallback supply for ore & rare ore however their commonly prohibitively high hazard ratings means they should not be a first option
 
* Volcanic worlds are often a good fallback supply for ore & rare ore however their commonly prohibitively high hazard ratings means they should not be a first option
   
* Attempting to build up diverse colony on a high hazard world is a trap. The multipliers on hazard rating will quickly stack up with the multiple industries. Specialist outposts on high hazard words can be okay, even good if well supplied by nearby colonies
+
* Attempting to build up diverse colony on a high hazard world is a trap. The multipliers on hazard rating will quickly stack up with the multiple industries. Specialist outposts on high hazard words can be okay, even good if well supplied by nearby colonies
   
 
* Multiple colonies are often preferable in order to boost production efficiency across multiple industries while avoiding stacking too many industries on high hazard worlds
 
* Multiple colonies are often preferable in order to boost production efficiency across multiple industries while avoiding stacking too many industries on high hazard worlds
   
* Use Gamma [[AI Cores|AI Core]] to reduce demand for inputs that have shortages. If demands are met consider not using Gamma AI Cores, as this will expand the total market size slightly & therefore raise profits.
+
* Use [[AI Core#Gamma Core|Gamma AI Core]] to reduce demand for inputs that have shortages. If demands are met consider not using Gamma AI Cores, as this will expand the total market size slightly & therefore raise profits.
   
* 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.
+
* 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.
+
* 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]].
 
* 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
+
** 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
 
==Map Seeds==
 
==Map Seeds==
  +
ON-2542951730154028184
  +
  +
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
  +
 
===MN-8098129844475783506===
 
===MN-8098129844475783506===
  +
To the North East of the Core Worlds only 15 light years away from the Aztlan Star System lies the '''Chu''' Nebula.
[[Image:MN-8098129844475783506.png|thumb|right]]
 
  +
[[File:Beta Chu.png|thumb|220x220px]]
South of central space filled with dangerous pirates and competing factions, '''Tiamat''' holding two worlds, one rich in metal, while the other,perfectly habitable by human life. Ruins of old colonization efforts can be found, but their residents gone with time. Whether or not they disappeared due to treachery, AI raids, pirates, or internal strife, These planets await those who wish to exploit their valuable resources.
 
  +
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.
  +
  +
=== MN-19412131600109270<ref>https://fractalsoftworks.com/forum/index.php?topic=15366.msg262485#msg262485</ref> ===
  +
In [[Duzahk Star System|Duzahk]] there are 2 habitable planets:
  +
{| class="article-table"
  +
|Planet 1:
  +
- Terran World
  +
- Hazard 50%
  +
- Farming(+2)
  +
- Organics(0)
  +
- Ore Deposits (-1)
  +
|Planet 2:
  +
- Tundra World
  +
- Hazard 150%
  +
- Farming(-1)
  +
- Organics(+1)
  +
- Ore Deposits (0)
  +
- Rare Ore Deposits (+1)
  +
- Volatiles (-1)
  +
|}
   
 
==Change History==
 
==Change History==
Line 294: Line 416:
   
 
{{Version 0.9}}
 
{{Version 0.9}}
  +
  +
== References ==
  +
<references />
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

Revision as of 16:51, 5 July 2020

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.

Colonise screenshot 1

Low hazard worlds are valuable

Colony screenshot 2

Colonization

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 consume more crew than your fleet has available to fulfill the skeleton crew requirement.

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 and explore Ruins if you haven't already.
  • 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

This will immediately deploy a colony on the planet, which includes the Population & Infrastructure industry and begins to construct a Spaceport.

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.

Hazard Rating

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-all 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%.

Resources

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 how much of that resource a given industry can extract at a base line, or whether or not that industry can be constructed to begin with. A planet with no ore, Transplutonic Ore, Organics or volatiles, for instance, cannot build the Mining industry at all.

Monthly upkeep can be decreased based on whether or not all industries and structures have their demands met by resources that are sourced 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 high 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 a planet with a low supply of a given resource isn't immediately worthless, so long as the resource is present at all.

Accessibility

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-all factors of the colonies' use as a population center and as a market power.

The income from exports by a given colony is directly tied to the accessibility, being directly identical to the stat to a floor of 0%. A planet with an accessibility of 150%, for instance, will make 150% of the typical export value, with an accessibility of 100% the value will be 100%, and so on.

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). The colony's in-faction exports and imports are also tied to the same value, being that number plus five.

So a colony with 79% accessibility can import/export 7 units cross-faction (79% divided by 10 is 7.9, rounded down to 7), and 12 units in-faction of any given resource (7 units from accessibility, plus 5). This can also 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 a large amount of 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 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;
    • Spaceport (+50% accessibility, and its upgrade Megaport with +80%)
    • Waystation (+10% accessibility)
    • Notably, the lack of a Spaceport reduces accessibility by 100%
  • Administrator's skills (ie. Fleet Logistics levels 1 and 2, +15% accessibility each)
  • Pirate activity (varies based on the scale of the force)

It is important to consider the ability to later increase accessibility past the listed value when first viewing a prospective colony, as the value often appears far lower than it can actually reach.

Colony Size

Population00Population01Population02Population03Population04Population05Population06Population07Population08Population09Population10

Population high
Colony size is an approximate measure of the population level. A colony one size larger has many times the population.

–In-Game Description

The Colony Size is a highly important factor in all aspects of a colonies' 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.

Total Growth

Example of Total Growth

Colony size grows as dictated by the colonies' Growth Rate. This value is modified by a variety of factors, and can even go negative. A negative growth rate will cause the colonies' progress towards the next size to slowly return to 0%, however it cannot cause the colonies' size to decrease. The growth rate lists the amount that the colonies' 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)
  • Growth incentives (varies greatly based on colony size and credits put in)
  • 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 colony size is 10.

Stability

The Stability of a colony, as implied, 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 colonies' 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.

Stability, like accessibility, has a large amount of factors that affect it;

  • Base Value (+5 stability)
  • Comm Relay status (Lack of causes -1 stability, Makeshift 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 (varies based on the level of sabotage)
  • Pirate activity (varies based on the strength of the force)
  • 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.

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.

Income

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.

Upkeep

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 colonies' demand for commodities is fulfiled in-faction, by the production from other colonies. For every 10% of the colonies' demand filled by in-faction imports, the upkeep of the colony decreases by 5%.

Industries

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 7. The following structures count as industries for this limit;

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 tote upkeep costs, and production industries (such as Refining) tend to have far higher upkeep cost than harvesting industries (like Farming.)

Colony threats

Various threats will continue to arise over a colonies' lifespan, based on the colonies' industries, location, and use of AI, among others.

Pirate Activity

Pirate activity
There have been signs that pirates are targeting shipping and colonies in this system - from port inspectors being pressured to turn a blind eye, to inconsistencies in cargo manifests, to other increased criminal activity.

The pirates most likely have a base somewhere relatively nearby.

–In-Game Description

Pirates will often prey on trade convoys to and from colonies. This affects the stability and accessibility of the colony temporarily whenever it occurs, and varies in severity based on the amount of convoys interdicted. These attacks are launched from Pirate Bases that are established throughout the sector, typically nearby to the targeted colony. A prompt in Intel will show that this is the case.

Pirate bases are not automatically revealed, and must be located by the player. If unable to be located manually, the player can visit the dockside bar of any colony under the impact of pirate disruption, where they will find a 'grizzled spacer'. Talking to them will reveal the system in which the pirate base is located.

Pirate base

Pirate bases are typically the lowest level of orbital station, though may occasionally spawn as more powerful stations with deadlier defenders. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Destroying a pirate base is the same as attacking any other station, and will immediately restore the lost stability and accessibility to any affected colonies.

Pirate bases will continue to spawn regardless of the state of the Pirate faction in the sector. Even if all pirate bases and colonies are eradicated (including those in the Core Worlds), more will continue to spawn endlessly.

Luddic Path Cells

The Luddic Path will install cells on colonies partaking in activities that offend their religion. This includes certain industries (especially when they become larger,) and the use of AI cores, with particular anger at the use of Alpha Cores as administrators.

Luddic Path Cells begin their existence as Sleeper Cells, indicating the intention of the Luddic Path to disrupt operations at the colony, but exhibiting no immediate effects on the colony and its industries.

Sleeper cells

After an undetermined period of time, the Cells will awaken and attempt to put together the manpower to sabotage the target of their ire on the colony. For this, they require smugglers to bring in supplies from a nearby Luddic Path base. Once they receive enough support, they will attempt to perform an act of terrorism within the colony to disrupt operations. A colony with high stability will often be able to fend these attacks off, however a successful attack will disrupt that industry and cause a stability penalty temporarily.

Pather cells

The cells receive support from Pather Bases. These stations will send out smuggler convoys to the target colony, attempting to supply the cells with the materials they need to carry out their mission. The player can interrupt this operation by intercepting the smugglers, though the survival of the base will cause the continued attempts of these convoys.


As with pirates, the method to end Pather activity is to destroy the Pather Base. Unlike Pirate bases, Pather Bases can often end up a large distance away from their target colonies, potentially on the complete opposite side on the sector, meaning locating the base can often be nigh-impossible. Fortunately, a single base will often attempt to supply cells on multiple colonies which can reveal their location on the Intel screen. In the case that the bases' location is _not_ known, the player can travel to the dockside bar of a colony under threat from the Path, and speak to the Pather at the bar. For the cost of 10 000 credits, the system that contains the Pather Base will be revealed.

Pather base

Locating a Luddic Path base can be difficult as it can potentially be quite a long distance away. Already known Luddic Path bases will automatically update in the intel screen and specify if they are supporting that cell. The base can be located by directly locating it, via rumors in the bar or via the smugglers themselves. If you detect smugglers near the colony then you can mouse over their fleet to see their flight plan or manually tail them back to the base. This is considerably more difficult if there is significant unrelated smuggler activity.

Pather bases are typically the lowest level of orbital station, though may occasionally spawn as more powerful stations with deadlier defenders. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Destroying a Pather base is the same as attacking any other station, and will immediately restore the lost stability to any affected colonies. If all Pather bases are destroyed consistently for an extended period of time, cells on colonies will begin to fade out and disappear.

Pather bases will continue to spawn regardless of the state of the Luddic Path in the sector. Even if all Pather bases and Luddic Path colonies are eradicated (including those in the Core Worlds), more will continue to spawn endlessly.

A successful sabotage operation requires a smuggler to go from the Pather base to the target colony, and you could actually stop the event if you attack the smuggler (and locate the base if you tail them back). But neither is exactly easy to pull off.

–Alex

Expeditions

Raid screenshot 1

If the player's colony upsets another faction's interests, they may send out an Expedition to the offending colonies. These will vary on size, based on the market or principle threat the colony poses, and will attempt to raid the target colony to disrupt the disputed operation.

A colony being under Free Port status, and trading in high amounts of often illegal goods (Recreational Drugs and Harvested Organs), using large amounts of AI, or holding a large market share of particular goods may cause expeditions to be triggered.

These expeditions can be solved in three ways;

The first is to simply fight off the invading fleet. Directly interrupting an expedition will cost the player 5 reputation with the aggressing faction, though will prevent any negative impacts on the colony. The player can either wait for the expedition to reach their system, intercept them on the hyperspace journey, or take the fight to their staging system (revealed in the Intel). All three methods receive the same reputation penalty/

The second option is to command your colony to pay off the faction once they reach your system, which will cause them to leave without incident. This does not lower your reputation with that faction, though can be expensive (starting at 100 000 credits and increasing the more the player bribes expeditions).

The third option is to use your reputation with the faction to disrupt the expedition before it sets off, which requires at least Friendly (25/100) with the aggressor.

To physically prevent the expedition, you are only penalized 5 reputation with the expeditionary faction. However, attacking that fleet again once they retreat will cause normal reputation loss as though you attacked a typical fleet from that faction. This does not lower your reputation.

Hegemony AI Inspection

Hegemony AI inspection

Hegemony inspection If your colony is notorious for AI core usage, the Hegemony will deploy a special-purpose expedition to the player's colony; an AI Inspection Fleet.

Unlike typical expeditions, player colonies will automatically concede to these inspection fleets, and if AI cores are discovered they will be immediately confiscated and the player's reputation with the Hegemony will decrease by 10, and a further decrease of 1 per Gamma Core, 2 per Beta Core, and 4 per Alpha Core found.

If the AI inspection fleet finds less than 80% of the expected value in AI cores, as a result of the player removing AI cores after the inspection fleet has been announced, the fleet will disrupt all the colonies' industries, reduce the player's reputation with the Hegemony with 20, and penalize the colonies' stability. AI core values are the same as the reputation penalties the player would receive were they confiscated; 1 value for a Gamma, 2 for a Beta, and 4 for an Alpha Core. This does allow the player to replace high value cores for the equivalent in low value cores, to change which cores the fleet takes.

Alternatively, the player can choose to resist the inspection, allowing them to attack the inspection fleet as though they were a typical expedition. The player must go to the Intel window, and then use the Avert option to specifically select this option.

The player may also bribe the inspectors, causing them to arrive and act as though no cores were present. This costs the same as bribing a typical expedition. Similarly, the same reputation can be used to disrupt the fleet before it leaves.


Profitable colonies

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 however the return on investment for small population colony 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 The Core Worlds can import what your colony needs. Imports do not have direct costs, although you will not benefit from the upkeep reduction.

Profitable Markets

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 & 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.

Harvested Organs

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 & 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.

Volturnian Lobsters

As can be easily gleaned, the Volturnian Lobster market is effectively monopolized by the Sindrian Diktat, as the ocean moon of Volturn is the only world that produces them. Decivilizing the colony and wrestling its control from Andrada's grubby hands will give you full control over the lobster market, which are highly profitable across the Core Worlds.

Note: The Volturn colony under the player's control does not export Lobsters. Players will have to trade them manually.

Conditions

Planet conditions

Known after visiting the planet or performing a Remote Survey. These primarily relate to the hazard rating of the planet.

Resource conditions

Known after performing a survey. Primarily relates to available primary resources for exploitation.

Colony conditions

These can occur after a colony is established.

Glassing

Threats are not normally directly fatal to the colony but rather loss of items, credits or colony stats. This is not the same for glassing or bombardments which can destroy a colony outright, including all items in storage or plugged into industry. Fortunately this only occurs when settling a colony within a system claimed by one of the other Factions.

There is a specific warning on the colonize information screen if this planet is within a claimed system. Be careful; on the warning, only the faction name is highlighted, in a small line, at the relative top of the screen. You can also prospectively check if a planet is not within a claimed system by using the Intel screen, Planets tab and Unclaimed option.

Glassing can also occur on planets within a system where multiple parties are already present. The glassing will always emanate from the party that claims the system.

Colony Defences

There are two dedicated industries for defence and a number of other factors. Population size is a significant & frequently overlooked factor boosting colony defence.

Patrols

Constructing a Patrol HQ on your colony will cause it to automatically and regularly spawn patrols consisting of ships and equipment that you have previously learned from blueprints. These patrols will attempt to safeguard the system the colony is contained in, as well as the immediate area around any hyperspace exits. They will also 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.

The size and quality of these patrols partially depend on the doctrine settings the player has set. The player can also prioritize specific ships, equipment, or fighters to make up the majority of the fleet if they so choose.

Colony size provides a scaling bonus to fleet sizes, with larger colonies providing significantly larger patrol fleets. At the maximum colony size of 10 this is a +250% bonus to fleet size.

Having an administrator with the Fleet Logistics skill at level 3 will grant a +25% size bonus to spawned fleets at the colony that administrator is governing.

Colony stability provides a scaling penalty or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.25x to fleet sizes from that colony.

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.

Not having any in-faction or local production of ship hulls will cause fleet sizes to be scaled to 0.5x (half). This is caused by having neither an Orbital Works nor a Nanoforge installed at the colony, while also having no other owned colonies that can export ship hulls to it.

The Orbital works industry and Nanoforges will also contribute to any produced ship's quality. The colony's stability, along with an optional setting in fleet doctrine are other factors in ship quality. Ship qualities below 100% will cause ships in spawned patrols (and custom production) to have D-mods, with qualities further below 100% having more D-mods on average. For example, a ship quality of 95% will have an average of 0 D-mods per ship, although some ships will still have one. Some ships may have even more than one, although this is unlikely.

D-mods are still possible but rare above 100% quality. 120% quality will ensure 0 D-mods 100% of the time.

Ground Defences

The strength of the ground defences affects the effectiveness of raids and other ground operations against the colony. For worlds not owned by the player, it also increases the amount of fuel required to bombard it.

Colony size provides a scaling bonus to ground defences, 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 scaling penalty or bonus depending on how far it is from the baseline of 5. At 10 stability it provides a maximum bonus of 1.5x to ground defences at that colony.

Construction a Ground Defences 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.

As of 0.9, a story quest provides a special constructable structure which provides a 3x multiplier to ground defence values. Installing an Alpha AI Core at this facility will provide another 1.5x multiplier. As it is a structure, it doesn't take an industry slot.

Defence Strategies

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 HQ 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 HQ's 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
Magec relay

An independent makeshift comm relay

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 cannot be created.

Resource Stockpiles

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 and 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.

The Waystation industry will cause the colony to stock up on all sorts of commodities and in greater quantities.

Colony Administrators

Every colony must have one administrator, which is the player themselves by default. There is a limit on the number of colonies the player can personally concurrently administer before all colonies you administer receive a stability penalty. Freelance administrators can be recruited for this task; they are acquired similarly to officers by hiring them on market comm boards, or rarely by rescuing them during salvage operations.

Administrators have zero, one or two of the three skills that benefit colonies (Fleet Logistics, Planetary Operations and Industrial Planning). They cannot level up and will always remain with their starting skills. Administrators with more skills have a higher salary.

The player can directly manage two colonies and have two administrators (other than themselves) by default. The Colony Management skill allows up to four personal colonies and three administrators.

Other, more exotic options may also exist.

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
  • Volcanic worlds are often a good fallback supply for ore & rare ore however their commonly prohibitively high hazard ratings means they should not be a first option
  • Attempting to build up diverse colony on a high hazard world is a trap. The multipliers on hazard rating will quickly stack up with the multiple industries. Specialist outposts on high hazard words can be okay, even good if well supplied by nearby colonies
  • Multiple colonies are often preferable in order to boost production efficiency across multiple industries while avoiding stacking too many industries on high hazard worlds
  • Use Gamma AI Core to reduce demand for inputs that have shortages. If demands are met consider not using Gamma AI Cores, as this will expand the total market size slightly & therefore raise profits.
  • 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

Map Seeds

ON-2542951730154028184

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

MN-8098129844475783506

To the North East of the Core Worlds only 15 light years away from the Aztlan Star System lies the Chu Nebula.

Beta Chu

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.

MN-19412131600109270[1]

In Duzahk there are 2 habitable planets:

Planet 1:

- Terran World - Hazard 50% - Farming(+2) - Organics(0) - Ore Deposits (-1)

Planet 2:

- Tundra World - Hazard 150% - Farming(-1) - Organics(+1) - Ore Deposits (0) - Rare Ore Deposits (+1) - Volatiles (-1)

Change History

  • 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


Icon cross

At least two versions out of date. Last verified for version 0.9. Please refer to Version History and update this page.

References