Difference between revisions of "Colony"

From Starsonata Wiki
Jump to: navigation, search
m (Setting Up)
 
 
(9 intermediate revisions by 6 users not shown)
Line 1: Line 1:
Colonies are one of the most basic things to the game. Without colonies, there would be no ruins, no [[Emperor|Emp runs]], and alot less cash flowing through the economy.  
+
[[Colony|Colonies]] are settlements on [[planets]]. Owning a colony can provide a wide range of benefits to a player - for example, they can be a good source of monetary income and can provide rare or powerful items through [[Ruins]]. Most planets also contain [[Commodities]] which can be extracted using the appropriate [[Base Items]]. These commodities can then be sold or used to build other items using [[Blueprints]]. Some commodities are also necessary for training [[Skills]] and can only be obtained through extraction or trade with a colony.
  
== Setting Up ==
+
==Creating a Colony==
The first thing you need is a [[base]] on a planet. After you have your base well established and it has a trading bay that can sell your colony upwards of 500 rations per hour, you can start construction confidently. Obtain a [[Colony Blueprint|colony blueprint]] from an AI space station and add it to the blueprints section of the station. Basic colonies take some credits, a couple thousand rations, metals, and peasents to build. Once completed the colony is automatically set up on the planet and a colony tab will be added to the base menu the next time you dock.
+
In order to create a colony, a player must first decide on a suitable planet. [[Scanners#Planet_Scanners|Planetscanners]] are typically used for this purpose. A number of different factors may influence the decision making process, and it is impossible to provide an entirely comprehensive guide in such a brief article. One may seek the help of a more experienced player, or make the decision based off of what they know and what they hope to accomplish. [[Suitability]] is one of the most important factors to consider.
  
== Keeping Your Loyal Colonists Alive ==
+
Once a planet has been selected, a player must establish a [[Base]] on it. For more information on setting up bases, follow [[Planets|this link]]. After the Base has been built and made operational, a Trading Bay ought to be equipped. The Trading Bay is the primary avenue through which a Colony will interact with the player.  
Be sure your base is set up to sell rations to the colony and if your base buys rations from an AI station, make sure that the price your base pays for rations is lower than the price it sells them for, or else the colony will sell all it's rations to you and starve. Also make sure that your base will not sell ALL of its rations to the colony or it may do so and die from starvation as well.
 
  
== Adding to your Colony ==
+
After having a Trading Bay set up, the next step is to build a [[Colony Blueprint|Colony module]]. This will establish the Colony itself. Following construction of the Colony, a ''Colony'' tab will appear the next time the player docks.
You can set your base to sell peasents to your colony if their natural growth is too slow for your liking. To do this, put peasents on the station and set the trading bay to sell them for less than the colony's buying price (shown in the "Colony" tab in the base).
 
  
== Trading with your new Colony ==
+
==Maintaining a Colony==
You can set up any commodity to sell to your colony and the colony will buy the goods. The ammount they will buy depends on the population of the colony, the price they are willing to pay, and the suitability of the colony.
+
''Commodities: Buying and Selling''
  
== Ruins ==
+
Colonies will buy and sell the commodities offered by the Base's Trading Bay. The current prices a Colony is willing to pay are displayed under the ''Colony'' tab. A Colony will attempt to buy or sell what commodities it desires if the prices, and a few other factors listed below, are appropriate.
[[Ruins]] are ancient objects found buried somewhere on the planet and will occasionally crop up when you least expect them. They range from extremely valuable to worthless, so consult someone before paying too much for something your don't know about. Once a colony uncovers something, you can add it to your trading bay's menu to check out the stats. Every class of item except augmentors can be found in ruins, from commodities to ships. There seem to be a limited number of items of each ruin that they find, and a single planet may hold as many as six but as few as one ruin item. Not all planets have ruins though; planet scanners can be used to discover them, but only the most powerful will show the really rare ones.
 
  
== Tips ==
+
As an example, if the Base is selling Rations for 100 credits each and the Colony is willing to buy Rations for 150 credits each, the Colony will buy the Rations since the Base is asking for less than the Colony's buying price. If the prices were reversed, then the opposite would be true: the Colony would attempt to sell Rations to the Base.
Suitability, Suitability, Suitability... Suitability affects many aspects of the colony, the higher the suitability rating, the better. The Colonial Administrator skill raises the suitability for any colonies owned by that character and can be very useful to that end.
 
If you are selling stuff to your colony that you don't want AI to come in and buy, make sure to set your base to Team docking priveldges.
 
Suitability Is NORMALLY 100% (Normal Temperate Terran) now it is taken down by 25% if it is Noxious, and 50% if it is Gaeseous. It is Taken down 25% if it is Frozen, and 50% if it is Blistering, and If it has Light Gravity it is taken down 25% and if heavy gravity taken down 50% These stack so a Planet thats Heavy Gravity (-50%) and Gaeseous (-50%) and terran is 25%... a Planet thats Noxious (-25%) Temperate and Heavy Gravity is 37%
 
  
== Colonies: A gold mine? ==
+
The number and amount of commodities a Colony will buy or sell is based off a number of factors:
Colonies can be used to make loads and loads of cash if used properly. However, it takes loads and loads of experience to even know where to start with that and loads of cash to start a colony that will make money.
+
*The Population of the Colony
 +
*The prices the player has set
 +
*The prices the Colony will pay
 +
*The Suitability of the Colony
  
== [[Colony Pumping]] ==
+
''Rations''
 +
 
 +
Colonies, like [[Bases]], need [[Commodities|Rations]] to survive. It is important to ensure that the prices for Rations are balanced such that neither the Base or the Colony will run out and starve.
 +
 
 +
''Peasants and Population''
 +
 
 +
A Colony's Population will grow the more [[Commodities|Peasants]] it gains. Colonies will produce Peasants at a certain rate on their own, but this growth rate can be supplemented by selling Peasants to the Colony.
 +
 
 +
==Ruins==
 +
[[Ruins]] are ancient objects found buried somewhere on the planet and will occasionally crop up when you least expect them. They range from extremely valuable to worthless, so consult someone before paying too much for something your don't know about. Once a colony uncovers something, you can add it to your trading bay's menu to check out the stats. Every class of item except [[Augmenters]] can be found in Ruins, from commodities to [[ships]]. There seem to be a limited number of units of each ruin that they find, and a single planet may hold as many as six but as few as one Ruin item. Not all planets have ruins though; planet scanners can be used to discover them, but only the most powerful will show the really rare ones.
 +
 
 +
==Tips ==
 +
Suitability, Suitability, Suitability... Suitability affects many aspects of the colony; the higher the suitability rating, the better. The [[Colonial Administrator]] [[skill]] raises the suitability for any colonies owned by that character and can be very useful to that end. For more information, see [[Suitability]].
 +
 
 +
See Also: [[Colony_Blueprints|Colony Blueprints]] and [[Terraforming Project Blueprints]]
 +
 
 +
==Guides==
 +
Looking for a Guide? Check out [[Biobawls's Colony Guide]]
  
 
[[Category:Bases]]
 
[[Category:Bases]]
 +
[[Category: Colonies]]
 +
[[Category: Station Building]]

Latest revision as of 22:25, 12 August 2024

Colonies are settlements on planets. Owning a colony can provide a wide range of benefits to a player - for example, they can be a good source of monetary income and can provide rare or powerful items through Ruins. Most planets also contain Commodities which can be extracted using the appropriate Base Items. These commodities can then be sold or used to build other items using Blueprints. Some commodities are also necessary for training Skills and can only be obtained through extraction or trade with a colony.

Creating a Colony

In order to create a colony, a player must first decide on a suitable planet. Planetscanners are typically used for this purpose. A number of different factors may influence the decision making process, and it is impossible to provide an entirely comprehensive guide in such a brief article. One may seek the help of a more experienced player, or make the decision based off of what they know and what they hope to accomplish. Suitability is one of the most important factors to consider.

Once a planet has been selected, a player must establish a Base on it. For more information on setting up bases, follow this link. After the Base has been built and made operational, a Trading Bay ought to be equipped. The Trading Bay is the primary avenue through which a Colony will interact with the player.

After having a Trading Bay set up, the next step is to build a Colony module. This will establish the Colony itself. Following construction of the Colony, a Colony tab will appear the next time the player docks.

Maintaining a Colony

Commodities: Buying and Selling

Colonies will buy and sell the commodities offered by the Base's Trading Bay. The current prices a Colony is willing to pay are displayed under the Colony tab. A Colony will attempt to buy or sell what commodities it desires if the prices, and a few other factors listed below, are appropriate.

As an example, if the Base is selling Rations for 100 credits each and the Colony is willing to buy Rations for 150 credits each, the Colony will buy the Rations since the Base is asking for less than the Colony's buying price. If the prices were reversed, then the opposite would be true: the Colony would attempt to sell Rations to the Base.

The number and amount of commodities a Colony will buy or sell is based off a number of factors:

  • The Population of the Colony
  • The prices the player has set
  • The prices the Colony will pay
  • The Suitability of the Colony

Rations

Colonies, like Bases, need Rations to survive. It is important to ensure that the prices for Rations are balanced such that neither the Base or the Colony will run out and starve.

Peasants and Population

A Colony's Population will grow the more Peasants it gains. Colonies will produce Peasants at a certain rate on their own, but this growth rate can be supplemented by selling Peasants to the Colony.

Ruins

Ruins are ancient objects found buried somewhere on the planet and will occasionally crop up when you least expect them. They range from extremely valuable to worthless, so consult someone before paying too much for something your don't know about. Once a colony uncovers something, you can add it to your trading bay's menu to check out the stats. Every class of item except Augmenters can be found in Ruins, from commodities to ships. There seem to be a limited number of units of each ruin that they find, and a single planet may hold as many as six but as few as one Ruin item. Not all planets have ruins though; planet scanners can be used to discover them, but only the most powerful will show the really rare ones.

Tips

Suitability, Suitability, Suitability... Suitability affects many aspects of the colony; the higher the suitability rating, the better. The Colonial Administrator skill raises the suitability for any colonies owned by that character and can be very useful to that end. For more information, see Suitability.

See Also: Colony Blueprints and Terraforming Project Blueprints

Guides

Looking for a Guide? Check out Biobawls's Colony Guide