Are you also looking for the Guide to the Grand Colonies Starsector? We’ve got you covered! On planets in the sector, colonies are player-owned settlements. A colony can be used for a variety of things, such as producing commodities that the player can purchase for somewhat less than market value, acting as useful markets or storage facilities outside of the Core Worlds, or simply producing a large number of credits.
Version 0.9a added the concept of colonies. The dev blog entry on colonies, which is still under construction, has some information about how colonies operate, albeit some of it is out of date.
Wiki about Grand Colonies Starsector
Starting a Starsector Colony might be a difficult task. In every regard, the project is extremely expensive. It’s not something for beginners because in addition to seeking for planets to colonise, you also need to keep feeding resources and credits into them to keep them upgraded and maintained. So, using this guidance, we’ll assist you in formulating a strategy for creating a strong colony.
It is advised that you investigate and locate an uninhabited system when attempting to decide where to establish a colony. Too close proximity to one of the factions will make it difficult to defend and develop the colony (at least until late-game situations where you are rich and powerful).
When searching for a “home system,” you must take into account the following factors: Hazard Rating, Accessibility, Resources Available, and Planet Size. Consider the location, location, location as you would with any potential residence! To put it another way, you should focus on a system that has a range of sizable, productive planets. Again. The primary motivation for founding a colony is to start earning passive revenue.
- Finding a planet, surveying it, and setting down the necessary people, supplies, and heavy gear to colonise the planet are the only steps that need to be taken.
- The fleet needs to use 1000 Crew, 200 Supplies, and 100 Heavy Machinery in order to colonise any planet. Players should be aware that leaving your fleet with a skeleton crew is a possibility.
- The entire colonisation process is as follows:
- Find a planet that has not yet been colonised, or one that has not yet been settled by you or another group.
- look around the world.
- If there are ruins, explore them.
- To start a colony, click.
- If you choose, choose a new name for the planet (you can change it later).
- If it’s your first colony, choose a name, choose a flag, and establish grammar rules for your new faction (can be changed later).
- Verify your decision.
Features of the Grand Colonies Starsector
Keep track of the variety of planets in the system as you explore. When you look at them all, you’ll see that they all have different characteristics. The Hazard Rating is important first. Any planet receives a base rating of 100%. The more dangerous an area is, the more challenging it is to establish a colony there.
The hazard rating will rise in hot, toxic, and similar conditions. Each risk will impede the colony’s expansion. Even danger modifiers like “habitable” and “mild climate” might lower the ranking. Don’t worry too much about not colonising planets with high risks because you can find technologies in ruins that might lessen the risk or advance specific industries.
The option will also break down how “accessible” the colony would be after you have surveyed a planet. Even while this information is useful, a colony’s accessibility is never certain because of alterations in its standing with other factions, whether it has just been raided, and other variables. Fortunately, it is possible to construct defensive and colony structures to increase accessibility and stability.
The maximum size of the planet’s colony will be constrained by its size. A player-controlled planet can have a maximum of six. On a planet, this is essentially the number of industries you may construct. Your colony(ies) might be more profitable the more industries you can have.
Your objectives will determine what industries you establish. Heavy industry is ideal for producing fleets of excellent warships. But why bother with military equipment if you’re just exchanging a cheap collection of materials? When playing the game, don’t forget to use the F1 command on trade windows to assess market conditions and identify any weak spots in the sector. A successful colony might cover those voids. To create a balanced empire against the chaos of the competing sector groups is the greatest way to enjoy the colony system.
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Gameplay Images of Starsector
Editor’s Final thoughts:
These are the fundamentals of colony development. Different technology and threats will be found as the game progresses, forcing you to adjust your tactics. If you want to establish a new colony on a rival faction’s planet and weaken them, you might discover in the late game that decimating one of their core system planets is the best course of action. The remaining factions, though, are unlikely to approve of that strategy.
Stay tuned for more updates.
Where may Starsector be played?
Starsector is now accessible for Windows, MacOS, and Linux and allows both custom content and mods.
What is the price of Starsector?
Starsector is available directly from the developer for $15. The game will cost $20 when it is complete (whenever that is—your guess is as good as mine).
What are the system requirements of Starsector?
Windows, Macs running OS X 10.7 or later, or Linux. 3 GB of system RAM. Minimum resolution for graphics is 1280×768 with 512 MB of video RAM.