I like how the economy in the game works. I’m at the point where I’m thinking about establishing a colony and so naturally I check where crew as the cheapest. Turns out people are desperate to leave the Luddic Path planet I had earlier nearly decivilized.

I did successfully decivilize the pirate planet. It already had a high hazard rating so I wasn’t planning to poach it. It turns out decivilizing a planet gives a -25% habitability modifier, due to Mad Max like breakdown of society that decivilization entails.

It does feel odd that I’m about to hire a thousand desperate Luddic Path cultists, for the bargain price of six credits each, and entrust them with building my first colony. Not to inspire feature creep, but perhaps in v2.0 they can add crew morale and mutiny effects.

Maybe not all members of a religion believes in its creed? =)

I’m not making judgments, I’m happy to give them a second chance (after I repeatedly bombed and raided their world). I just have to question the wisdom of trusting them to follow me.

Hmm, perhaps I just have to start my own cult. I mean these people have already shown a willingness to devote themselves to a cause. In this high tech space-faring era perhaps displays like raining down fire on the peoples and then descending from the heavens in a luxury nebula class chariot to spirit away the chosen survivors doesn’t count like it used to in more primitive times, but it’s got to count for something. Perhaps I’ll just temporarily install myself as their god-king and we’ll work democratic principles into the scholastic curriculum for the next generation.

In engineering, we have a maxim, “What you think is temporary typically turns out to be permanent, and extremely expensive to replace, almost irreplaceable.”

Edit: All Hail god-king Thrag… forever!

Pretty sure I’ve taken out a couple of bases near my sector where I’ve established a coupe colonies, so a thought occurred to me, do these things just keep coming back and reappearing in various sectors near your colonies?

In other words, can I not be rid of the pirates in my immediate vicinity by killing their base?

Just finished killing another one quite near to my colonies that I uncovered the location of from talking to someone at the bar at my colony, so wanted to know if they stay gone?

The pirate bases will keep popping up, I think it’s about once a month or so, I’m not sure what’s the time needed for the game to spawn another. To go on long explorations, you can build up a Military base from the Patrol HQ, having a couple will automatically take care of almost all invasions for you without intervention.

I think you’ve basically reached the “end game” at the present stage of development. The dev, Alex, remarked that at present, the pirates and Luddic paths cells keeps repeating because they act as “fillers”, and they need to be fixed once he adds more content.

Possibly time to try out the content mods? =)

Edit: I meant to say that the patrol fleets generated by your Military bases will be able to defeat incoming invasions. So you can leave the pirate base for a long time without much problems for yourself apart from the -1 stability hit and fractional accessibility hit.

Try vanilla but ironman. No reloading.

Gotcha, need to get one of those built. And I don’t entirely mind killing pirates or their bases, the battles are fun.

Guess I could consider getting a fleet together to take on one of the factions. But I seemed to be limited in the size of the fleet and I run into fleets larger than mine. Is fleet size tied to your captain’s progression and I can recruit more ships at a higher rank?

There’s a default fleet cap of something like 30. But your total deployment value vs enemy total deployment value is the metric that determines how many ships you get to deploy vs how many they do, initially. This is obviously only an issue in battles that go over max deployment size. But later on you’ll want more larger ships to bring your total deployment values closer to parity with the massive armadas running around.

Your character level has nothing to do with it, it’s more of a matter of how large a fleet you can easily support financially, cause those supply costs and crew costs add up. Eventually you’ll want some colony income to field the biggest fleet possible.

Cool, thanks for the information. For the time being sounds like I need to replace some of my smaller ships with larger ones, but as you said support costs cannot be ignored, so need to get my colonies cranking.

I was simply wondering about fleet size in general because I’ve run into fleets that were larger than mine both quantitatively and qualitatively, going to keep an eye out next time I run into a big one, I could swear they’re going over 30, some looked quite huge.

This is making me think perhaps I need to think in terms of more than one fleet with each set up for it’s own purpose. Battle fleet, exploration and bounty or something like that. And store at the colony the one I’m not using. Flying the current jack of all trades doesn’t feel well suited sometimes, like for example I can’t really do exploring with this current fleet, it eats too much supplies/fuel.

Anyone else using more than one fleet for different tasks?

Fighters don’t count toward the limit but show up in the fleet mouseover display, so some of the really big ones look bigger than they are.

It’s a good idea to have multiple fleets, or at least a roster of ships you can sub in. I usually leave most of my capital ships at one of my colonies unless I’m planning on getting into a fight directly, and I have a bunch of exploration/salvage ships I plug in for expeditions. The big thing for really long-range exploration is to have a few large cargo ships and tankers on hand for supplies and fuel.

Any compelling reason to wait on playing this more due to it not being at 1.0? Does it feel pretty feature complete at this point?

In it’s current state it’s like Mount & Blade at release. There’s no real story arc. It’s a big sandbox fleet/empire building game. In that respect it seems very complete. The battle is top notch, and works for both people who like to pilot their own ships and people who like to play it more RTS style. The open world and economy and everything outside of battle is really well done too and feels complete.

If I build a facility to produce fuel can I then use it to supply the fleet at no expense?

If you build a waystation, every month it will store some supplies and fuel and crew for you for collection in your storage tab.

Not sure if it’s affected by your industrial buildings. But it sure is nice.

If your building produce stuff, you can buy it at market rate without tariffs, and you pay the bill later in the month.

Thanks man, time to build waystation!!

edit: duh, just looked, I’ve got one already.

I found a derelict station in a debris field, precariously near a black hole. It had a shit ton of goodies.

Including this thing worth a cool half million:

image

In all, I found items totaling more than 800K in the derelict station and surrounding debris field. I scooped up just about all of it and hightailed it back to the core.

But – what now? I’m not sure whether I should be selling this shit or saving it for base- and ship-building. I need the cash – I only have about 50K otherwise at the moment, with a strong fleet of eight. Advice?

I don’t sell battleship blueprints (like the Odyssey). Those things are rare and hard to find. In general, I only sell any blueprints that I have duplicates of (it will tell you if you’ve already learned it).

If you need cash I would sell the corrupted nanoforge. You’ll find plenty of those and what you really want is the pristine nanoforge to put in your heavy industry colony once you get one (you’ll get one from a main story mission, eventually). You can also safely sell the planet survey reports you get.

I right click on blueprints to learn them, do you have to actually hang on to them too in order to build them later on your colony?

Because I’ve really screwed up on that because I sell them if the game tells me I already know them.

Once you’ve learned them you know them forever. No need to worry.