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). The Path has something similar; you can either do a quest for them (obtained by talking to the commander of the Path station supporting cells on your colonies), which permanently removes Pather interest, or you can pay a tithe (just run into a Pather fleet and open comms) to remove Pather interest for 730 days. I usually RP someone who's willing to throw money at their problems but prefers not to run errands for them.
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. You can pay off Pirate Boss Kanta to gain temporary or permanent immunity from pirates. This will completely eliminate their interest allowing your hostile activity to tick down faster. Linked below are the original guides for colonization. Watch those for a more detailed explanation. Beginner Colony Guide - th-cam.com/video/Ee5E-SsyMpQ/w-d-xo.html Intermediate Colony Guide - th-cam.com/video/6gmp9K4xlaw/w-d-xo.html Advanced Colony Guide - th-cam.com/video/zT61clmsOIc/w-d-xo.html
You can also pay off the pathers for like a 400 day halt (open coms with any pather fleet). you can also open coms with a pirate base and talk to the boss (not kanta) to give them 10% of earnings, and the pirate activity will flip from +X to -X. I think the pathers also dislike stuff like ruin mining, and heavy industry.
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? Edit: Just checked your last video and you already answered the question, nvm.
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.
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. For what I understood, my mistake was the lack of defensive infrestructure (patrol hq and station) in the planet
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?
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
Excellent coverage of the new mechanic, including cheese. 🧀😁 I've started another game with a Normal galaxy. I always struggle to find a good system to colonize. My goal was find and start a colony fairly quickly in the mid-range of the galaxy map, for instance by level 10 and within 20 LYs. I swear the game defaults to best systems on the edge of the map based upon the size of the galaxy. Uhg, it's always so hard to find good systems and there are so few choices. I settled on three separate systems that are close to each other, not ideal at all. Just another Starsector challenge.
just check the red, orange and yellow stars (not dwarf). White can sometimes have something but they're usually tundra. Getting an ideal system close to the core is rare as hell, if you want high access just settle penelope's star bro. Check the remnant stars too, don't be scared to warp in just because of the beacon. A lot of the time they leave a jump point unguarded and you can sneak in if you are running the sensors skill.
@@GrumpyThumperGaming how do you pay them off I’m currently both commissioned by them and friendly with them so it’s annoying that there still messing with my colonies in the first place
Destroying Kanta's Den won't stop raids. I believe that a friendly reputation with the pirate faction doesn't stop colonial raids, but I haven't tested that.
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. Not sure which of those are Nexerelin and which are vanilla, I play Nexerelin only, never played vanilla
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. I like to buy off Kanta with an orbital lamp and make a new volatiles customer.
@@ryanorionwotanson4568if I remember correctly just visit her and go through the dialogs. Its like a tribute payment. It’s like 1 mil credits or you can give artifacts. The orbital lamp makes them a volatiles consumer.
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).
The Path has something similar; you can either do a quest for them (obtained by talking to the commander of the Path station supporting cells on your colonies), which permanently removes Pather interest, or you can pay a tithe (just run into a Pather fleet and open comms) to remove Pather interest for 730 days. I usually RP someone who's willing to throw money at their problems but prefers not to run errands for them.
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!
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.
You can pay off Pirate Boss Kanta to gain temporary or permanent immunity from pirates. This will completely eliminate their interest allowing your hostile activity to tick down faster.
Linked below are the original guides for colonization. Watch those for a more detailed explanation.
Beginner Colony Guide - th-cam.com/video/Ee5E-SsyMpQ/w-d-xo.html
Intermediate Colony Guide - th-cam.com/video/6gmp9K4xlaw/w-d-xo.html
Advanced Colony Guide - th-cam.com/video/zT61clmsOIc/w-d-xo.html
You can also pay off the pathers for like a 400 day halt (open coms with any pather fleet). you can also open coms with a pirate base and talk to the boss (not kanta) to give them 10% of earnings, and the pirate activity will flip from +X to -X. I think the pathers also dislike stuff like ruin mining, and heavy industry.
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.
You can settle in the pirate base system and they'll fight with you against industry raids its pretty fun
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?
Edit: Just checked your last video and you already answered the question, nvm.
Not going to spoil much, but it will involve a lot of combat and we will be using all of the new 0.96 ships.
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.
Would love if the ui scaling would be at a higher % so that i can see whats happening on your screen
how crutial is to build up orbital stations (up to battlestation)?
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.
For what I understood, my mistake was the lack of defensive infrestructure (patrol hq and station) in the planet
Why is your name Grumpy? You don't see grumpy in any of the videos I've watched of yours
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?
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
Thanks for the tips man
Excellent coverage of the new mechanic, including cheese. 🧀😁
I've started another game with a Normal galaxy. I always struggle to find a good system to colonize. My goal was find and start a colony fairly quickly in the mid-range of the galaxy map, for instance by level 10 and within 20 LYs. I swear the game defaults to best systems on the edge of the map based upon the size of the galaxy.
Uhg, it's always so hard to find good systems and there are so few choices. I settled on three separate systems that are close to each other, not ideal at all. Just another Starsector challenge.
just check the red, orange and yellow stars (not dwarf). White can sometimes have something but they're usually tundra. Getting an ideal system close to the core is rare as hell, if you want high access just settle penelope's star bro.
Check the remnant stars too, don't be scared to warp in just because of the beacon. A lot of the time they leave a jump point unguarded and you can sneak in if you are running the sensors skill.
What if I’m playing as a pirate and I can’t fight them to lower it
paying off the pirates would probably be your best bet.
@@GrumpyThumperGaming how do you pay them off I’m currently both commissioned by them and friendly with them so it’s annoying that there still messing with my colonies in the first place
Kanta's Den is located in the Magec system.
@@GrumpyThumperGaming thanks so much for helping me out id never be able to figure this out on my own
Another alternative is to get kanta's protection and pathers deal to turn off this mechanic. pretty helpful but it gets too easy
I knew I was forgetting something! Yes you can pay off Kanta.
Is it possible to remove pather interest by eliminating the faction?
No, unfortunately those are two separate elements in the game. You will always have Pather cells and interest.
You can turn off pather interest permenantly...
But you gotta give them a Planetkiller.
If i destroy Kanta den, do the pirates raid stop comming? Or if i befriend w pirates, do they stop attacking?
Destroying Kanta's Den won't stop raids.
I believe that a friendly reputation with the pirate faction doesn't stop colonial raids, but I haven't tested that.
@@GrumpyThumperGaming thank you!
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.
Not sure which of those are Nexerelin and which are vanilla, I play Nexerelin only, never played vanilla
Both are nexerlin features, not vanilla
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.
I like to buy off Kanta with an orbital lamp and make a new volatiles customer.
How do I buy off kanta??
@@ryanorionwotanson4568if I remember correctly just visit her and go through the dialogs. Its like a tribute payment. It’s like 1 mil credits or you can give artifacts. The orbital lamp makes them a volatiles consumer.
Wait a second, you could do that...with an orbital lamp???😅
@@ryanorionwotanson4568go to Kantas Den, arrange a meeting and gift 1 million credts or a specific domain item