Starsector: Best space combat seven years in the making

You may get very lucky with the 2 unpopulated core worlds Penelope and Duzahk. Those have superb accessibility scores. But be prepared to start handling annoyed factions (quite easy via bribes or turn off identification before destroying their expeditions, you only incur only a light penalty to relations which you can then quickly repair by doing their missions.)

Thanks for the additional input guys.

One other question, I’ve got a commission with hegemony, does that make my colonies a target of anyone they are at odds with and do they provide any protection (I’m guessing they don’t)?

I cant answer that one. I’ve avoided commission with anyone because they trash my relations with all other factions when they go to war with each other.

Yeah, needed the monthly dough till got a colony going. You know it hasn’t proved to be as much of a problem as I thought it would, sure I have to stay out of certain sectors when hegemony get sideways with someone, but those tend to blow over eventually, and you can resign at any time and given a bit of time your relations with everyone normalize.

Don’t get me wrong, once I’ve got other income I’ll resign, but I might not until I buy a few ships off them.

I had a great time today playing smuggler. While in the core, I found that a Luddic Path base was sorely in need of both drugs and harvested organs. The base I was in at the time had both at good prices, so I purchased $70,000 worth of them. Transponder off, we set off with the illicit goods to sell to the Luddics.

Of course, on the way my fleet of eight was attacked by a fairly large pirate fleet. We survived the battle but got pretty well beat up, and then continued toward the Luddic Path site. Suddenly a message popped up that the Luddics also were desperate for supplies – and delivering 100 would earn about $46K! I was heading there anyway, and I had enough supplies to sell 100 to the Luddics. So that would be a nice bonus for the dangerous trip. Upon arrival the Luddics purchased the drugs and organs for $136K, just about twice what I paid, and I unloaded the supplies for the hefty bonus… so despite the pirate attack, the trip was very profitable.

Problem was, it left me on the outskirts of the core, and low on supplies, and thus low on combat readiness. And this part of space was teaming with pirates. l left the Luddic base with my transponder off, hoping to make it to the nearest jumpgate without being noticed. No such luck - my fleet was attacked by other pirates not once but twice by rag tag pirate fleets. Had my ships been rested and well supplied, those battles would not have been tough. But instead they were both tough skirmishes. My fleet survived both, and I didn’t lose a ship, but all the ships ended up down at less than 20% combat readiness. A third attack would do me in, so the fleet again flew dark and I tried to sneak back to less dangerous space. I managed to get to a friendly base by the skin of my teeth, and re-stocked. It was truly nail-biting.

And… all that experience jumped my commander up several experience points, as well as my three mercs. Good times.

Stories like this are why this reminds me of a space version of Rimworld. I have similar experiences just about every time I jump into it. Nearly ran out of supplies twice tonight surveying for a good colony planet.

I found a couple too, but they’re way off the beaten path. Can I still make them work or is trade the primary way these make money? And that requires close proximity to the heavily occupied sections of the galaxy?

These are 100% planets, two of them in same sector. But they’re pretty far from the core.


You’ll hate the travel times.

That’s no doubt true, I’ll keep the sector I found in mind and keep looking for a bit yet for something closer.

Can I fudge a bit on livability for closeness and make planets at 150% work profitably?


Definitely. I read that it’s possible for even 175% especially if you have Alpha cores running them.

If you surveyed a world that had ruins, but didn’t explore the ruins, is there something that tells you that short of going back to the planet? Is there some indication on the planet list or something?

I ran low on cargo space while exploring and left some ruins unexplored a while back. I want to go and make a sweep of them now but I neglected to take notes.

I had wanted to have some feature that allowed me to set markers on planets for the same reason.

Like unexplored stations or derelicts because of remnant or radiant defences.

Edit: I just made a suggestion of this in their suggestion sub-forum

Ok, set up a colony. It’s way off the beaten path, don’t really know what I’m doing but figured if you’re going to figure it out it’s by just doing and learning from your mistakes.

Got one administrator, have slot for 3, so guess I should go hire couple more. I was looking since I’ve got beta and alpha cores where you have the option to make them the administrator, is that now how that works?

Only Alpha cores can run entire planets. Betas and Gammas (and Alphas) can be added to the various buildings to offer specific bonuses.

Thanks, I’ve got some alphas, do I need to have them in inventory on my ship or the planet for that to come up as an option to install them as an administrator? Just trying to understand the mechanics of using one to run the colony if I decide to use one.

Yep. You need to physically bring them to the planet or buildings you want them to administer. Then you click on the building an an option to manage AI cores will pop up.

Are the number of improvements you make to a colony tied to size?

I’ve added like 3 things and it’s saying I can’t add any more?!

I think it’s tied to colony size, in terms of population, yeah. I should tell you what you need to grow - you only get up to … I want to say 3 buildings at the max population of six? Something like that.

Maybe just watch this:

Thanks man, and I’m pretty sure it is tied to size, I’ll get the hang of it once I’ve done it a few times.

I’ve got the money, I’ll probably throw some at it to spur growth because the pirates are already showing up and I need to scale to deal with them.

Edit: one thing that immediately jumps out from the vid, I do not have a strong enough fleet like what he showed. Time to spend some money on a better navy. ;)

You’re allowed 4 industries somewhere along the line—possibly at population 7? I have a bunch of colonies with 4, but it’s also a very late-game save now.

Not all buildings are industries. The ‘add a structure’ screen says which is which.