One thing you can do to reduce casualties is to launch multi-prong attacks. Hit the main objective hard, and throw a few marines at low-risk targets elsewhere, which splits the response and reduces the overall risk. It's amazing that they simulate that.
Required planet traits for special items and industries: Heavy Industry - No Habitable trait Military Base - Extreme Heat Farming - No Transplutonic Ores Light Industry - Habitable Mining (Ores) - No Tectonic Activity Mining (Volatiles) - Gas Giant Refining - No Atmosphere Fuel Production - No Atmosphere There are other colony improvements with special items, like the Heavy Batteries, but they don't care about planet traits.
What shall we do with a Drunken Francis? What shall we do with a Drunken Keyser? What shall we do with a drunken Soze, When no one can find him? Way Hey and into hiding, Way Hey and into hiding, Way Hey and into hiding, turn off all the power. Send out Patrols, full power scanners, Send out Patrols, full power scanners, Send out Patrols, full power scanners, get out there and find him.
Enjoying this a lot. Fun fact, excess marines (and crew) can be put into storage. No monthly wages. If you slip and put anything into the waystation then you can draw that out first at no charge.
This is some peak comedy. I love it all. The Canada name and not seeming evil LMFAO and the boot prefix, and then the nothing to see gas giant??? Peak comedy. I love it. Never stop this delightful silliness. It is wonderful :) Thank you for doing this.
It can be fun watching a Crime Syndicate Simulator. You start out doing odd jobs here and there, slowly gather a crew, and before long your the one calling the shots with a market manipulating monopoly. I mean, I'm sure it's just pure coincidence that major suppliers get raided whenever your stocks start to dip.
Also having combat fleet is very helpful as it can kill battle stations and will greatly reduce the raid difficulties, meaning less casualties and steal more valuables
Free Port and Trade Station, will make most lvl4 colony profitable, even more so with Light Industry, which then will start producing drugs 😁 (Usually what I do on one of my first 3 colonies, and have my main storage and production deliveries where the Trade Station is)
A good early game colony location is the Dhuzak system, its one of the core systems so its always there and the planets are always the same, one of which is a barren planet with rich ore deposits so its easy to make it profitable by just over producing on metals, won't break the game but combine it with a comission and it keeps the credits rolling in early on while you make plans and scout out better locations.
If you're the only fuel producer left in the Sector, you don't need to go around manually selling fuel everywhere. Your colony's profits will soar all on their own!
Contrary to what their reputation would make you believe, Canada is actually one of the biggest arms dealer in the world. The name of your colony checks out.
10:14 - habitableilityness 12:00 - ALL the phantoms 28:00 - exploiting war crimes 41:15 - more broken 46:00 - second evil chuckle 50:11 - the fun parts
Comment and question: The two best ways to reduce the defense strength of planets, and therefore raid casualties, are to kill the starbase and bombard the heavy batteries. I know you aren't going to go that route, though, which gives rise to my question. What I don't know is whether you'd be better off going straight for your target (such as a pristine nanoforge), or whether doing a minimum-duration (20 day) disabling raid on the heavy batteries first. Would that cost more bodies, or save you a bunch of casualties?
After smashing my head off them for a while I figure your best bet is to reduce their stability to zero as quickly as possible. They gives them a x25% multiplier for defence. But that gets more complicated, taking out a starport might reduce imports of fuel, food etc and cause stability issues. But I figure hit the easy targets with max raids to do -3 stability and hold off on the hard targets until they are at zero stability.
Also I am pretty sure you can already create a global fuel defect by taking all of their synchrotron core. I know because I have done it before (without good planning so I suffered for few years because fuel are expensive af)
holy shit, now i want to do that too. usually im too chicken to mess with the big factions, but this would be very, very profitable if you were to start making your own fuel before demolishing their capacity to do so.
Depending on the value level of the ship production facility, your ships will have more or less D mods built in. It's supposed to be defects from poor craftsmanship. Orbital Works increases average ship quality by 20%, reducing number of D mods ships are produced with. A Corrupted Nanoforge will increase average ship quality by another 20%, while a Pristine Nanoforge used instead will increase quality of ships produced there by an extra 50%. My current colony produced every single ship with D-mods at just Heavy Industry level production. But I now have the Orbital Works with a Corrupted Nanoforge, and I almost never get D-mods. I'm trying to hunt down a Pristine Nanoforge without going to steal one from any colony that might happen to have one. Edit: you can also buy those trade goods from other colonies than your own for the same price or cheaper.
If you have a doom or two ( or phase combat ship) , you should be able to mostly ignore the patrols that guard the planet .because the game will think you can win the fight
To be honest francis, I would like to see you struggle for once, everything is going way to smoothly. This "challenge" was basically over after episode 1.5 or smth. It's just to good, you are invisible, you win. Everything past this point is irrelevant... If it's fun to you, sure murder the galaxy. But for me, that's kinda it, you won, it's the same issue I have with your recent rimworld runs, you just become to powerful to quickly and the challenge is gone. When you skip the hardest part of 500%, the very early game, with some OP killbox that shits all over centipedes, that's it, you win. Now you get exponentially stronger and that's it. I've already seen you murder 30 centipedes with psy abilities, and while it was impressive the first time, it's just not the fifth time. What made ONI so great was the struggle, the baby base, you, I mean I, the viewer could FEEL the headache that you were having. I miss that. A story where the hero overcomes every obstacle first try without breaking a sweat is just not an interesting story. Failure, pain, risk, make him a hero. If you are struggling please don't edit those parts out. Or if you're not, find a game, find a challenge that will put me on the edge of my seat again, please.
I have to agree with that one. Only min maxing and exploiting a few mechanics gets boring after a while. This is why I suggested you tie your hands behind your back by some ridiculous self made rule. So I repeat my suggestion from back then: Rimworld but no medical skill allowed. If a pawn gets a scratch, he will most likely die and needs to be replaced with a new one, if a pawn manages to survive a cut off leg somehow (not sure if that is even possible) he will just limp for the rest of his life since you are not even allowed to install a peg leg. If you play with such rules you don't even have to increase the difficulty to 500% or remove the threat limit to make the game hard and entertaining. Other possible rules: - no bloody killbox or lake or swamp, for real this time - no (war) crimes, not a single one - a solo pawn run who can't be a mechinator (because a solo mechinator would be too easy for you)
@@wirthiwirth7166 I'm definitly still waiting for the no killbox run, hell I don't even care about 500% put it at 300% or 200% 150% whatever he thinks he can just about handle, just build a roleplay like village and defend it, maybe turn food production from .8 to .4 or smth, so that survival itself is difficult
Any game you play long enough you end up breaking it, but Rimworld took a lot of time to get that far. Let's see how Dwarf Fortress holds up, I hear it's hella tough.
@@FrancisJohnYT True, but you don't HAVE to break it on purpose and abuse glitches or bugs. Make your own challenge! Dwarf Fortress sounds super interesting, but please note that most of your viewers won't have a clue on what's going, so some episode 0 basics would be appreciated, or just episode one with a little more explanation what things do and how they function than usual
21:47 As a Canadian I..... I.... Well thanks i guess? But on another note, i do not understand what you're going on anymore, didn't you win you challenge already? You have one million credits and didn't get detected while accepting every shady contract possible. I thought these were the clauses. Now don,t get me wrong i like Star Sector, especially when you do all these silly things!
Well I kind of want to keep going and see what else we can do without a transponder. Turns out you can take out whole planets if you are sneaky enough about it.
Is this about the ships getting the +2 burn speed from bulk transport? Wording is "Increases the burn level of all non-militarized civilian-grade ships by 2" Civilian grade ships have a mod in them "Civilian-grade Hull" - Increases sensor profile by 100 percent. Reduces sensor strength by 50 percent. All ships with this mod get affected the +2 burn speed of bulk transport. However for some reason the Valkyrie, Phantom and Revenant all gain the speed boost despite not possessing the "Civilian-grade Hull" mod. The starsector wiki makes special mention of it.
@@nathanjensen3928 The Buffalo mk2 does not transport a bulk of people but it gets the bonus? The mule does transport a bulk of people but it does NOT get the bonus?
Oh come on!! Could you please leave us out of your domination plans, please? We like being known as nice. It's what we're all about. Please and thank you!
You would need to lodge a formal complaint with Keyser Soze, just write a letter with no address on it and put it in the mail. The Keyser will find you. Well that is what is supposed to happen.... allegedly.
Okay... it's time. You are by no means the only one who says "gal a Tay ya" but it's named after a real place, the pronunciation is "gal a shia". Also "captains starworks". Just yesterday I heard someone on something completely unrelated say a name wrong, but he usually gets it right. Okay, I'm done.
1:00:00 length of video, you made at least 1 person happy.
*2
3
D
I am a firm believer that one of your planets should be called "Mostly Harmless"
*SPOILERS*
I literally mouthed the name just before FJ named colony 3.
One thing you can do to reduce casualties is to launch multi-prong attacks. Hit the main objective hard, and throw a few marines at low-risk targets elsewhere, which splits the response and reduces the overall risk. It's amazing that they simulate that.
On the contrary, having reserves reduces casualties. The game itself tells you that.
@@asureaskie both things lower casualties.
Required planet traits for special items and industries:
Heavy Industry - No Habitable trait
Military Base - Extreme Heat
Farming - No Transplutonic Ores
Light Industry - Habitable
Mining (Ores) - No Tectonic Activity
Mining (Volatiles) - Gas Giant
Refining - No Atmosphere
Fuel Production - No Atmosphere
There are other colony improvements with special items, like the Heavy Batteries, but they don't care about planet traits.
I love that you say you are avoiding the bad guys when you are flying around. Pretty sure you are the bad guys this time.
I don't know what your talking about, I have not seen anyone flying about.
What shall we do with a Drunken Francis? What shall we do with a Drunken Keyser? What shall we do with a drunken Soze, When no one can find him?
Way Hey and into hiding, Way Hey and into hiding, Way Hey and into hiding, turn off all the power.
Send out Patrols, full power scanners, Send out Patrols, full power scanners, Send out Patrols, full power scanners, get out there and find him.
I am not singing that, nope not a chance. I'm going to have to avoid drinking while I'm playing.
Enjoying this a lot.
Fun fact, excess marines (and crew) can be put into storage. No monthly wages.
If you slip and put anything into the waystation then you can draw that out first at no charge.
I think you still get charges for the marines, maybe if you put them in the waystation?
I laughed really hard when you named your colony Canada
So your primary export will be Maple Syrup and Hockey...
8:20 Story points on raids doesn't help with casualties. It only avoids the rep loss with the faction.
What!!! well that was a waste of points then.
Francis: Bloody Pirates!
That seems a bit hypocritical.
This is some peak comedy. I love it all. The Canada name and not seeming evil LMFAO and the boot prefix, and then the nothing to see gas giant??? Peak comedy. I love it. Never stop this delightful silliness. It is wonderful :) Thank you for doing this.
Ah, I see the plan, finally. You intend to make a Starsector combat tile system, instead of a Rimworld combat tile, nice !!!!
First time I've ever heard of this game, loving watching it so far!
It can be fun watching a Crime Syndicate Simulator. You start out doing odd jobs here and there, slowly gather a crew, and before long your the one calling the shots with a market manipulating monopoly. I mean, I'm sure it's just pure coincidence that major suppliers get raided whenever your stocks start to dip.
Also having combat fleet is very helpful as it can kill battle stations and will greatly reduce the raid difficulties, meaning less casualties and steal more valuables
Rules are rules no ship fighting, we have to be unseen. Though end game I'm sure we will have to skimp a bit on that.
@@FrancisJohnYT oh lol I was thinking a bit close on something like “No witnesses”
@@ripmorld9909 There's always one...
I rarely comment on videos, but had to come and say you got a full "LOL" with "Canada". Well done, keep it up.
Free Port and Trade Station, will make most lvl4 colony profitable, even more so with Light Industry, which then will start producing drugs 😁
(Usually what I do on one of my first 3 colonies, and have my main storage and production deliveries where the Trade Station is)
Canadians are generally agreeable until you say something stupid like, "Hockey? Oh you mean *ice* hockey."
the definitely not Keyser Soze coalition begins.😀
A good early game colony location is the Dhuzak system, its one of the core systems so its always there and the planets are always the same, one of which is a barren planet with rich ore deposits so its easy to make it profitable by just over producing on metals, won't break the game but combine it with a comission and it keeps the credits rolling in early on while you make plans and scout out better locations.
Interesting playstyle. Those storms are easy to avoid and the janus device disappears if you right click it.
open the inventory when in space -> rightclick the janus device
If you're the only fuel producer left in the Sector, you don't need to go around manually selling fuel everywhere. Your colony's profits will soar all on their own!
Future space Canada is squashing the entire galactic energy markets to its financial benefit? Alberta rejoices at the thought!!
Contrary to what their reputation would make you believe, Canada is actually one of the biggest arms dealer in the world. The name of your colony checks out.
10:14 - habitableilityness
12:00 - ALL the phantoms
28:00 - exploiting war crimes
41:15 - more broken
46:00 - second evil chuckle
50:11 - the fun parts
Comment and question:
The two best ways to reduce the defense strength of planets, and therefore raid casualties, are to kill the starbase and bombard the heavy batteries. I know you aren't going to go that route, though, which gives rise to my question.
What I don't know is whether you'd be better off going straight for your target (such as a pristine nanoforge), or whether doing a minimum-duration (20 day) disabling raid on the heavy batteries first. Would that cost more bodies, or save you a bunch of casualties?
After smashing my head off them for a while I figure your best bet is to reduce their stability to zero as quickly as possible. They gives them a x25% multiplier for defence.
But that gets more complicated, taking out a starport might reduce imports of fuel, food etc and cause stability issues. But I figure hit the easy targets with max raids to do -3 stability and hold off on the hard targets until they are at zero stability.
21:50 Canada, blame it.
i know it isn't the keysers agenda but man i would love to see you rock some falcon (p)s.. that missile capability :D
I would not be against rocking a fleet of only falcon (p)s for fun.
finally somethignthat isnt just the canarm that is Canadian is in space
Thanks for the hour of entertainment! :D
Just a little tip - janus device right click on it will get rid of it, integrates with fleet (says in tooltip)
Also I am pretty sure you can already create a global fuel defect by taking all of their synchrotron core. I know because I have done it before (without good planning so I suffered for few years because fuel are expensive af)
holy shit, now i want to do that too.
usually im too chicken to mess with the big factions, but this would be very, very profitable if you were to start making your own fuel before demolishing their capacity to do so.
57:42 I think you accidentally unchecked Free Port on Totally Innocent, so you only have Hazard Pay going there.
Good spot, changed it back.
Seeing as you blew half a million on planet crap, I'd say you beat the game's challenge =)
More of dis please!
21:36 that flat kinda looks like something else....
Depending on the value level of the ship production facility, your ships will have more or less D mods built in. It's supposed to be defects from poor craftsmanship. Orbital Works increases average ship quality by 20%, reducing number of D mods ships are produced with. A Corrupted Nanoforge will increase average ship quality by another 20%, while a Pristine Nanoforge used instead will increase quality of ships produced there by an extra 50%. My current colony produced every single ship with D-mods at just Heavy Industry level production. But I now have the Orbital Works with a Corrupted Nanoforge, and I almost never get D-mods. I'm trying to hunt down a Pristine Nanoforge without going to steal one from any colony that might happen to have one. Edit: you can also buy those trade goods from other colonies than your own for the same price or cheaper.
It's a cool Starsector video but where's Keyser Söze, i feel lied to.
Your motto can be "When Canada takes over the universe, you'll all be sorry!" 😄
I feel like the faction name should be New Canada, since we're assuming it takes place in the future.
If you have a doom or two ( or phase combat ship) , you should be able to mostly ignore the patrols that guard the planet .because the game will think you can win the fight
Are you doing a Ep4? I absolutely LOVE this play style!
Well done sir as an actual canadian i would like to offially make you an honorary canadian🎉
To be honest francis, I would like to see you struggle for once, everything is going way to smoothly. This "challenge" was basically over after episode 1.5 or smth. It's just to good, you are invisible, you win. Everything past this point is irrelevant... If it's fun to you, sure murder the galaxy.
But for me, that's kinda it, you won, it's the same issue I have with your recent rimworld runs, you just become to powerful to quickly and the challenge is gone. When you skip the hardest part of 500%, the very early game, with some OP killbox that shits all over centipedes, that's it, you win. Now you get exponentially stronger and that's it. I've already seen you murder 30 centipedes with psy abilities, and while it was impressive the first time, it's just not the fifth time.
What made ONI so great was the struggle, the baby base, you, I mean I, the viewer could FEEL the headache that you were having. I miss that.
A story where the hero overcomes every obstacle first try without breaking a sweat is just not an interesting story. Failure, pain, risk, make him a hero.
If you are struggling please don't edit those parts out. Or if you're not, find a game, find a challenge that will put me on the edge of my seat again, please.
I have to agree with that one. Only min maxing and exploiting a few mechanics gets boring after a while. This is why I suggested you tie your hands behind your back by some ridiculous self made rule. So I repeat my suggestion from back then: Rimworld but no medical skill allowed. If a pawn gets a scratch, he will most likely die and needs to be replaced with a new one, if a pawn manages to survive a cut off leg somehow (not sure if that is even possible) he will just limp for the rest of his life since you are not even allowed to install a peg leg. If you play with such rules you don't even have to increase the difficulty to 500% or remove the threat limit to make the game hard and entertaining.
Other possible rules:
- no bloody killbox or lake or swamp, for real this time
- no (war) crimes, not a single one
- a solo pawn run who can't be a mechinator (because a solo mechinator would be too easy for you)
@@wirthiwirth7166 I'm definitly still waiting for the no killbox run, hell I don't even care about 500% put it at 300% or 200% 150% whatever he thinks he can just about handle, just build a roleplay like village and defend it, maybe turn food production from .8 to .4 or smth, so that survival itself is difficult
Any game you play long enough you end up breaking it, but Rimworld took a lot of time to get that far. Let's see how Dwarf Fortress holds up, I hear it's hella tough.
@@FrancisJohnYT True, but you don't HAVE to break it on purpose and abuse glitches or bugs. Make your own challenge!
Dwarf Fortress sounds super interesting, but please note that most of your viewers won't have a clue on what's going, so some episode 0 basics would be appreciated, or just episode one with a little more explanation what things do and how they function than usual
I don't get these videos. you are clearly playing star-sector, but i can't seem to see your fleet?
Nice
Wasn't the challenge to get to 1M credits and not get caught? I think you blew threw that easy enough. 😀
21:47 As a Canadian I..... I.... Well thanks i guess? But on another note, i do not understand what you're going on anymore, didn't you win you challenge already? You have one million credits and didn't get detected while accepting every shady contract possible. I thought these were the clauses.
Now don,t get me wrong i like Star Sector, especially when you do all these silly things!
Well I kind of want to keep going and see what else we can do without a transponder. Turns out you can take out whole planets if you are sneaky enough about it.
7:30 is that a megaphone from the streets?
The background noise in the bar screen?
Do you not understand how people can qualify as bulk transport or...
Is this about the ships getting the +2 burn speed from bulk transport?
Wording is "Increases the burn level of all non-militarized civilian-grade ships by 2"
Civilian grade ships have a mod in them
"Civilian-grade Hull" - Increases sensor profile by 100 percent. Reduces sensor strength by 50 percent.
All ships with this mod get affected the +2 burn speed of bulk transport.
However for some reason the Valkyrie, Phantom and Revenant all gain the speed boost despite not possessing the "Civilian-grade Hull" mod.
The starsector wiki makes special mention of it.
But your still transporting a bulk of people
@@nathanjensen3928 The Buffalo mk2 does not transport a bulk of people but it gets the bonus?
The mule does transport a bulk of people but it does NOT get the bonus?
A hold over from the mk.1? Idk man is it like this on pure vanilla
Oh come on!! Could you please leave us out of your domination plans, please? We like being known as nice. It's what we're all about. Please and thank you!
You would need to lodge a formal complaint with Keyser Soze, just write a letter with no address on it and put it in the mail. The Keyser will find you. Well that is what is supposed to happen.... allegedly.
Challange
Francis I am noticing a disturbing pattern in your choice of games
I know, I really like games that allow me to stockpile lots of stuff.
Maybe I'm a bit of a digital hoarder for silver.
Lol canada nobody will suspect them lmao😂
Okay... it's time. You are by no means the only one who says "gal a Tay ya" but it's named after a real place, the pronunciation is "gal a shia".
Also "captains starworks". Just yesterday I heard someone on something completely unrelated say a name wrong, but he usually gets it right.
Okay, I'm done.
Captain's starworks is just spelled funny.