Colonies are player-owned settlements on planets within the sector. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits.
Colonies were added in version 0.9a. An in-progress blog post is available at dev blog post on colonies, containing some information on the workings of colonies, though the information contained is partially outdated.
Colonization is a fairly simple process; the player is required to simply find a planet, survey it, and put down the required crew, supplies, and heavy machinery to colonize the planet.
To colonize any planet, the fleet is required to consume 1000 Crew, 200 Supplies, and 100 Heavy Machinery. Players should take into account that it is possible to 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
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.
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%.
- 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.
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;
- 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 is an approximate measure of the population level. A colony one size larger has many times the population.|
The Colony Size is a highly important factor in all aspects of a 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.
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.
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.
Monthly Income is one of the main reasons a colony is created. It is generated naturally each month through the Population & Infrastructure industry, which is automatically added to every colony, and increases based on the colony size. Income is also gained through the export of the various commodities produced by the industries of a colony.
The total income of a colony is increased by up to 50% based on the Stability of the colony, and can be increased by 10% if the Administrator has the skill Industrial Planning at level 3.
The amount of income generated by a given commodity is based on the global market value of the commodity, which can be seen by clicking the commodity in the colony window, and the percent of the market share that the colony is exporting. If the colony is exporting food, with 25% of the market share, and food holds a global market value of 100 000 credits, the colony will generate 25 000 credits per month from exports; 25% of 100 000 credits.
Monthly Upkeep is a natural expense of running a colony. Every single industry and structure, including Population & Infrastructure, requires a monthly upkeep. The upkeep varies based on the industry or structure, and also increases based on the colony size.
Upkeep is further modified by the hazard rating, increasing by 25% for every 25% the hazard rating is above 100%, and vice versa for below 100% hazard rating.
The upkeep of individual industries and structures can be decreased by installing an Alpha or Beta AI Core into it, decreasing the upkeep of that particular construction by 25%.
Finally, upkeep can be decreased by up to 50% based on how much of a 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%.
- 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;
- Light Industry
- Heavy Industry (and it's upgrade Orbital Works)
- Fuel Production
- Military Base and High Command (upgraded from Patrol HQ, a non-industry structure)
Every industry demands commodities, and produces more commodities for export. The amount of a given commodity that an industry both produces or needs is based on the resource conditions of the planet (if the industry is Farming or Mining), the colony size, and the administrator skill Industrial Planning 2.
Industries, like other structures, also tote upkeep costs, and production industries (such as Refining) tend to have far higher upkeep cost than harvesting industries (like Farming.)
Various threats will continue to arise over a colonies' lifespan, based on the colonies' industries, location, and use of AI, among others.
| 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.
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 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.
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.
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.
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.|
ExpeditionsIf 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 InspectionIf 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.
|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.
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.
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.
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.
Known after visiting the planet or performing a Remote Survey. These primarily relate to the hazard rating of the planet.
Known after performing a survey. Primarily relates to available primary resources for exploitation.
These can occur after a colony is established.
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.
There are two dedicated industries for defence and a number of other factors. Population size is a significant & frequently overlooked factor boosting colony defence.
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.
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 is unlikely.
D-mods are still possible but rare above 100% quality. 120% quality will ensure 0 D-mods 100% of the time.
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 industry which provides a 3x multiplier to ground defence values. Installing an Alpha AI Core at this facility will provide another 1.5x multiplier.
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
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 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.
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 four 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
Directly east of the Naraka core system there is another called "Rama" and a bit further north a system called "Zendar" both have water worlds and good farmland
To the North East of the Core Worlds only 15 light years away from the Aztlan Star System lies the Chu Nebula.
Surrounded by Black Holes it carries with it a secret forgotten by time. Beta Chu houses one of the last Cryosleep vessels the Domain sent to the Persean Sector before the Collapse. Home to two worlds, a Terran World rich in both types of ore deposits (+2) but also filled with bountiful farmlands (+2) and abundant organics(+1), while the other, is a desert planet perfectly habitable by human life though with only moderate ore deposits(0) and sparse rare ores(-1) . Ruins of an old colonization effort can be found, but their residents gone with time. These planets awaits those who wish to exploit their valuable resources and millions of cryosleeper lie in wait ready to jump start ones colonization attempt. There also lies plenty of room to expand, nearly all neighboring Nebulas houses one or more habitable planets.
In Duzahk there are 2 habitable planets:
- Terran World - Hazard 50% - Farming(+2) - Organics(0) - Ore Deposits (-1)
- Tundra World - Hazard 150% - Farming(-1) - Organics(+1) - Ore Deposits (0) - Rare Ore Deposits (+1) - Volatiles (-1)
- Adjusted how stockpiling at player-owned colonies works
- A quantity of resources produced locally is added to the Local Resources submarket
- More if it's not being exported due to, say, low accessibility
- Taking these results in an at-cost charge in that month's income/expense report
- Can be taken "for free", but their base value is deducted from player's monthly income
- Added a setting to let a colony use these to counter shortages
- Costs considerably less than taking the resources directly
- Resources can be brought to the colony and put in Local Resources manually
- Using or taking these does not result in any cost
- Local Resources submarket tool-tip lists stockpile growth rate and limits
- Monthly salary for unassigned colony administrators reduced to 10% of base
Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History