Advanced Guide to Colony Management (750k/mo!) - 0.95.1a-RCC5

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 45

  • @xxCrimsonSpiritxx
    @xxCrimsonSpiritxx 2 ปีที่แล้ว +9

    Dude your videos are super useful, quick, direct, no satire every 5 seconds that take decades to end, your explanations covers every cornerstone, so I just wanted to thank you and wish you a good day

  • @Bill-zp2mt
    @Bill-zp2mt 2 ปีที่แล้ว +22

    Pro tip: Before making your first colony you can make 20 mil easy with trade during war time. Just try to become friendly with factions to decrease inspections. Or stealth with decreased detection skill, beside the sensor skill in the skill tree.

  • @Kaiser282
    @Kaiser282 2 ปีที่แล้ว +12

    "You'll need a lot of marines to take the megaport down"
    Starliner: "You couldn't live with your own failure, where did that bring You? Back to me"

  • @Aereto
    @Aereto 2 ปีที่แล้ว +18

    I also point out one thing: Pathers and Expeditions do not target Size 3 colonies. Will not stop AI inspections.
    Great in just keeping low profile colonies with little defenses, but will not stop pirate attacks unless on good terms as though you are a pirate lord yourself.

  • @Doomquill
    @Doomquill 3 ปีที่แล้ว +5

    Such good info, concise and informative, thanks for the vid :-)
    It's gonna be a minute before I can start worrying about raiding peeps to improve my market share but I'm now excited to :-)

  • @gabrielh3900
    @gabrielh3900 2 ปีที่แล้ว +6

    Imma get a massive buffalo herd with my $46 mil 😂😂 btw, great videos 🙌🏼 i just started playing again a couple of days ago after a year of hiatus. These videos are great for relearning the game mechanics 👍🏼

  • @CuriousPersonUSA
    @CuriousPersonUSA 10 หลายเดือนก่อน +1

    Great 4 videos on colonization. Thanks! If you make them into their own playlist it would help people find them easier.

  • @PhantomW100
    @PhantomW100 9 หลายเดือนก่อน +2

    12:05 "If I remove this civilisation, will I be making more money or less money?" Just a normal tuesday afternoon I see

  • @Impericalevidence
    @Impericalevidence 2 ปีที่แล้ว +15

    Penelope's star is good for super high accessibility. I have a colony on Ithaca that is making 350k+ a month with three items on it and only using poor farmlands. Access at 150 lol. Embryo, nanites, holosuite... anyway high access increases market share bonus, mine is really high...

    • @Impericalevidence
      @Impericalevidence 2 ปีที่แล้ว

      Thinking has access at 183, and the market share bonus goes even higher

    • @ahmataevo
      @ahmataevo 2 ปีที่แล้ว

      I thought Ithaca only has -1 ore and no other natural resources.

    • @Impericalevidence
      @Impericalevidence 2 ปีที่แล้ว +1

      @@ahmataevo usually has farming that ive seen.
      also you can usually use nanites, mine has an embryo on light industry as well.

    • @halo007Mex
      @halo007Mex 2 ปีที่แล้ว

      How ? Im on that system and the closest planet generates 10000 credits with no pop growth and the frozen one generates 12000 loses just from upkeep

    • @Impericalevidence
      @Impericalevidence 2 ปีที่แล้ว +4

      @@halo007Mex every seed the qualities are randomly generated, the same planets are there, because these are in the core worlds, but their individual traits are different. I've seen ithacas that don't have farmland at all, and other variants.
      Also, not all products are equal in value. Fuel, food, and recreationals are the tops usually.
      The AI usually doesn't notice or mind ONE ai core per colony. So, use an alpha on something, I prefer to have commerce on nearly every colony, with 2 story points spent, and a core for 100% improved sales.
      Lastly, try to get as many demands met in faction as possible, as this will both lower upkeep costs, and increase market share of all products. One alpha on population on one colony really helps meet the universal "harvested organs" demand for all colonies.
      Otherwise, keep listening to the several colony guides while playing, and consider how you might improve, because there is so much to learn.
      I did another full playthrough and have another 5 colonies at just under 1m a month

  • @De_Creane
    @De_Creane 2 ปีที่แล้ว +8

    from personal experience you can usually decivilize a colony by raiding the megaport of it twice

    • @davidburnett5049
      @davidburnett5049 ปีที่แล้ว

      Just twice? Wow

    • @De_Creane
      @De_Creane ปีที่แล้ว +2

      @@davidburnett5049 ye just twice, accidentily decivved Umbra while trying to artificially increase prices

  • @hibobwarbob9015
    @hibobwarbob9015 3 ปีที่แล้ว +6

    So what about using ai cores you can use them as admins and they can boost production and accessibility
    Or do they draw too much fire?

    • @GrumpyThumperGaming
      @GrumpyThumperGaming  3 ปีที่แล้ว +9

      If you use AI cores, then you 100% will spawn Pather attacks and Hedge inspections. Pather attacks are whatever, but you basically have to be willing to go war with the Hedgemony if you want to use Alpha cores. The cores are unbelievably good, but you have to see if it's worth it to go to war for them.

    • @Invizive
      @Invizive 2 ปีที่แล้ว +5

      @@GrumpyThumperGaming is it that hard to shut down their expeditions without transponder on in your system? The period when you are able to use saved story points and money to avert first expeditions is long enough to establish a reasonable fleet to solo an expedition and farm some XIVs - unless you start a colony early on, then yes, you wouldn't have several AI cores to make it worth the grind.
      You lose as much standing with them fighting without transponder as you lose disrupting industries - and I'd argue the effect is better due to general increase in profits instead of a single-market "buff". I suggest you to try this strategy for yourself, if interested.

    • @ahmataevo
      @ahmataevo 2 ปีที่แล้ว +2

      If you beat the hegemony fleets in hyperspace, transponder off and not using the ziggurat, you'll only have -5 rep per fight instead of going to outright war. Then you can buy off the hegemony with beta/gamma cores you get while alpha core farming.

    • @anudev2921
      @anudev2921 2 ปีที่แล้ว

      @@ahmataevo what happens when you use ziggie?

    • @Wolf-Nyan
      @Wolf-Nyan 2 ปีที่แล้ว +2

      @@anudev2921 the zigg is “highly recognizable” due to being one of a kind, so if it is in your fleet you will be recognized by all other fleets, even if your transponder is off.

  • @jamesspencer3016
    @jamesspencer3016 3 ปีที่แล้ว +6

    For sindra take out the one that makes the lobsters first.

    • @BobfromSydney
      @BobfromSydney 2 ปีที่แล้ว +5

      Why target Volturn? I like purchasing the lobsters and selling them elsewhere, steady low risk trade goods.

    • @halo007Mex
      @halo007Mex 2 ปีที่แล้ว

      Can you generate lobster if You colonize the planeta

    • @Bill-zp2mt
      @Bill-zp2mt 2 ปีที่แล้ว +2

      @@halo007Mex you can produce lobsters if you colonize water planets with hydroponics farm industry.

    • @mtado4933
      @mtado4933 2 ปีที่แล้ว

      @@Bill-zp2mt is that vanilla?

  • @ccib00
    @ccib00 2 ปีที่แล้ว +9

    So... to make more profit is to commit war crimes. Well, gonna be interesting strats. Thanks for info anyway. Personally, I would try to find a way to farm blue lobster first before removing sindrian. I would miss that.

    • @Teixas666
      @Teixas666 2 ปีที่แล้ว +4

      Morality doesnt pay in Star Sector
      pragmatism does.

    • @xxCrimsonSpiritxx
      @xxCrimsonSpiritxx 2 ปีที่แล้ว +1

      Nothing too different from real life sadly

  • @jame156156
    @jame156156 2 ปีที่แล้ว +2

    Hi. What is aggressive in doctrines ui?

    • @GrumpyThumperGaming
      @GrumpyThumperGaming  2 ปีที่แล้ว +4

      it controls the officer behavior and ship design of your fleets. Aggressive doctrine will produce aggressive and reckless officers, and your fleets will favor assault ship designs.

  • @Bill-zp2mt
    @Bill-zp2mt 2 ปีที่แล้ว +1

    Great video, anyone got any views on gas giants? They usually got +250 Hazzard rating, so even if I use the +3 volitals item I feel like it's a bad planet. Anyone got any opinions on it?

    • @GrumpyThumperGaming
      @GrumpyThumperGaming  2 ปีที่แล้ว +1

      Gas giants aren't really great money makers, but getting volatiles out of them is still worth it. Also I like settling the gas giant as my capital planet since it will always have a gravity well in hyperspace. As soon as I drop into the system I don't have to fly elsewhere.

    • @Aereto
      @Aereto 2 ปีที่แล้ว +2

      I keep the gas giant as a Size 3 planet, and will be the last one to grow due to the hazard rating preferably without the high gravity hazard. With the artifact and +2 Volatile Gas Giant, you don't have to worry about a barren planet running out of volaties even at Size 6. Squeeze in a story point, and it can still be profitable without attracting non-Pirate attention.
      I prefer a planet or two orbiting around the gas giant, at which a barren planet can only have fuel production with a synchrotron core, and can still squeeze a lot of profit for a Size 3 when paired with high accessibility.

    • @Bronimin
      @Bronimin ปีที่แล้ว

      Check the planets list in new games and sometimes there will be core world gas giants with +2 volatiles and hazard below 200. Prime real estate.
      Just grab commission with the system holder (whoever owns the biggest military base) and grow the colony to size 5. After that you can go independent and they aren't allowed to bomb you.
      Heavy industry/orbital works works great on low hazard gas giants. Nanoforge isn't like the catalytic core, you can put that shit anywhere.

    • @Cx10110100
      @Cx10110100 11 หลายเดือนก่อน

      There are 200% hazard gas gigants with [+2 volatiles] modifier out there

  • @fnutarf2085
    @fnutarf2085 3 ปีที่แล้ว +5

    I see you follow the way of Mammon and Moloch...

  • @arthurh1969
    @arthurh1969 2 ปีที่แล้ว +3

    False readings get rid of defenders 🤣