Starsector Colonization Supplemental Guide (Hostile Activity) - 0.96
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- Опубліковано 30 лип 2023
- This guide is a 0.96 update to colonization. With the introduction of Hostile Activity there are significant changes you ought to make to your development.
Another commenter mentioned Kanta's Protection which permanently removes the malus from colony instability/size for 1 million credits (or some other deals, but I prefer the credits).
Spoken like someone who learned through the tempering fires of tribulation! ;) Still glad you finally got a handle on those colonies!
Another great addition to the series. Thank you!
If you've got a pirate outpost threatening your colonies, you can speak to the station commander and agree to a monthly tithe of 10% of your profits for their "protection", meaning that station's fleets will not target or harass your colonies or trade convoys, and will actually give you a positive amplifier to hostile activity, reducing hostile activity by the amount of colonies that would have been affected. The more the better. This only applies to the colonies directly affected by that specific pirate outpost. If you try to mass expand you'll have to deal with multiple pirate outposts that crop up and quickly increase hostile activity. The only realistic solution is to destroy them all since each one will take 10% of your income to pacify.
I started playing Starsector again and It's been great to rediscover your channel. Your videos helped me a lot when I started playing the game. What's the new series gonna be about?
Thanks for the tips man
My pather interest was always higher than my reduction despite using 0 cores or upgrade items. I just sucked up the -4, -40" and big pirate raids that were easily defeated by my patrols.
You can add back in your Domain artifacts/build pother interest industries after you get control of your pirate hostility. Don't both will result in a monthly increase in hostile activity.
Excellent coverage of the new mechanic, including cheese. 🧀😁
how crutial is to build up orbital stations (up to battlestation)?
how do we maximize defense colony fleet?? i have put pristine nanoforge and high command with items attached in it or should i build heavy industries in all my planets?
In my case, I lost one of the planets in my system (along with my Alpha Cores and add-on items). I'm not sure if the hostily bar reached the warning at its end. I tried to stabilize the planet, since the game warned me about the condition of that planet, but I wasn't able to pay.
with Nexerelin mod I use one big system with about 9 planets full alpha core and every planet have high command and star fortress and about +90 hostile activity every month.Without mod the only difference is pather will disrupt your buildings.And hostile activity will go to 0 after I defeat a 9 fleet invasion
It encourages ordo farming. Build up a strong fleet, have your normal colony system and then create a colony in a red warning beacon. farm for AI cores. Every ordo fleet you destroy is -25 to -35 points.
If i destroy Kanta den, do the pirates raid stop comming? Or if i befriend w pirates, do they stop attacking?
Is it possible to remove pather interest by eliminating the faction?
Why is your name Grumpy? You don't see grumpy in any of the videos I've watched of yours
Another alternative is to get kanta's protection and pathers deal to turn off this mechanic. pretty helpful but it gets too easy
One other thing that increase your monthly positive points generation is to make Special Task force (essetianlly a detachement of your fleet) and let it patrol your system. You can also hire an operative to disrupt pather cells on your planets (they do that automaticaly once you assign them to inner security) and search for pirate/pather bases which supports cells on your planets.
What if I’m playing as a pirate and I can’t fight them to lower it