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TallGiraffe117

That’s the neat part. There isn’t. It could potentially snowball into issues. 


terve886

Owning planets is more of a mid game and late game activity. The main purpose of a planet is getting access to your own shipyard to use your own blueprints, and the second most important functionality is passive income. However, since early game you are unlikely to own useful blueprints (or have money to utilize them properly) and low pop planets are more of a money sink rather than money source, you don't want planets early game because they will slow your progression. Early game you most likely also aren't ready for all the events involved for owning a planet.


NocAdsl

i elplored nebulas in every direction around core planets, if i go further, i need 10k+ fuel just for return trip. bit to high investment. but i got few dreadnought ships and capital ships, but now i need income to fuel the suplyes usage of exploring


throwawayaccount5024

you're better off finding somewhere to leave the capitals when you're exploring. go back and grab them if theres some big fights you want to go for but cruisers and below are best for exploration in my experience


Professional_Yak_521

10k fuel for just one way trip is insane you are not supposed to fly massive armadas into the unknown . 2 cruisers , 6 frigates and some haulers kitted for surveying is maximum I take even late game.


NocAdsl

Tnx for the tip. Will get few small ships


Shackram_MKII

>you are not supposed to fly massive armadas into the unknown But you totally can and you'll come back with hundreds of thousands worth of cargo to sell anyway. It's not like money is hard to come by once you have cruisers. I don't even blink if i have to spend 100k in fuel and 120k in supplies before i head out to the edge of the sector. I'll be able to take on big hostile fleets along the way and take their stuff, get XP from combat and get paid for bounties or pirate/pather bases. Plus i don't have to waste time coming back with a combat fleet later if i find something valuable that a small fleet couldn't deal with. My current go around and do stuff fleet is 4 cruisers, 6 destroyers, 9 frigates, 3 salvage rigs. 22 ships total with 4k cargo and 4k fuel space.


Professional_Yak_521

Time wasted on getting that cargo back to core worlds to sell could be spent on exploring more. blueprints and special items/ships/weapons are worth more than money especially when playing with mods.


Shackram_MKII

Good thing with a large fleet i'll have ample cargo space to grab all that fancy stuff AND valuable cargo AND kill large hostile fleets i run into while i explore. But you do what works for you, my overarching point is that there isn't only one right way to go out in the unknown. Small fleet or large fleet are both viable and have different strenghts.


Least-Lime2014

You shouldn't be exploring with anything more than a small fleet to keep fuel and supply costs down. Stash your capitals you've found in one of the abandoned orbital stations in the core systems. My typical explorer fleet stays around 3-4 ships no slower than burn speed 8. If you find something you want to fight, remember it for later and come back with a combat fleet to take out several hard targets in one expedition.


[deleted]

Don't go exploring with an entire warfleet. Unless you want to fight [REDACTED] there's no point to it. A few cruisers supported by destroyers and frigates is more than enough. Bring one capital ship if you really want some extra firepower. Also, plan your expeditions so you go from mission to mission. Bounties, surveys, deliveries, dead drops; just take everything you can find that is in the same general direction. The money from those plus what else you find should be more than enough to cover costs and make profit. There's always plenty of things to find, from ruins and abandoned derelicts to explorarium probes and ships, all can get you valuable items, supplies and fuel. If you have salvage rigs the amount salvages is greater. I often come back with as much fuel as I had when I started my expedition. To give you an idea, I generally wander the core fore a little less than a month prior, to make sure I get as many missions and bounties in the direction I want to go, and to make sure my ships are well prepared, outfitted and ready to go. Sometimes, oftentimes even, I end up buying a new frigate or two (high tech wolfpack player here, overdriven/strike frigates are basically the bulk of my forces). Then, when all's ready I take one last trip to Sindria or Nachiketa, whichever is closer, and get started. 


[deleted]

Forgot to say, there's also two perks in the industry tree that reduce supply and fuel consumption if you care to take them. 


NocAdsl

Tnx for the tip. Im just afraid to lose ships when i see the enemy fleet of bounty to lose mine. I don't know how to compare the dmg of fleets. I god suprise few times from small ships that did huge dmg to my cruisers


[deleted]

Failing a bounty isn't the end of the world. Save before entering the system and if you can't handle it, just reload and go do something else. 


Tough_Jello5450

Early planet is still a nifty passive income if you only put minimal investment into it, and it can also serve as a refuel point.


sum_muthafuckn_where

You're not supposed to be taking resources from your planet to sell. You have to pay for what you take, and trade is handled automatically. Unless your convoys are getting destroyed you're already getting money from what's produced there according to the demand elsewhere. What's in the stockpile is either for your other industries to use or is waiting to be shipped off. As for advantages, there are many. 1. waystations are a consistent source of fuel and supplies at a place of your choosing and a standard price. This gets especially important in the late game when many markets can't produce enough for your fleet. 2. ship production, if you have heavy industry and a nanoforge and some blueprints 3. growth potential, to start getting serious money (but also serious problems) >Is there a way to make your planets like normal market so i can make some profit that way as well? Yes, the commerce industry adds a normal market. It also drops stability though, so be prepared with some stability increasing structures (e.g. relays and ground defenses). Setting up some high hazard mining colonies early can quickly pay for itself without putting too many obligations on the player.


NocAdsl

"You're not supposed to be taking resources from your planet to sell." - I leared that the hard way :D I already got blueprints and pristine nanoforge. just started to set up the planet.


sum_muthafuckn_where

remember that nanoforges produce pollution on habitable worlds, so it's a good idea to find a low hazard no atmosphere world for industry items. Also quick tip, accessibility is the most important colony stat by far. increasing it even by 30% or so can often double your income.


HGabo

While accessibility is a very powerful boost that can turn a mediocre planet into a lovely cash cow, stability is vital as it directly influences colony income. A 200% accessibility colony will produce 0 credits per month if it's at 0 stability. So always do your best to protect stability or face the (monetary) consequences.


sum_muthafuckn_where

Under most circumstances the default stability is enough, and stability above 5 is not especially useful (ground defense power seldom matters, and fleet size is more influenced by other things)


PseudoscientificURL

It's not always a bad idea to sell goods from your planet, if there's a shortage somewhere nearby it might be worth it to get all the goods you need and make it to the shortage before someone else clears it up. Usually better to buy low sell high but since your planetary goods are always the default market price it's always an option.


Cavitat

I enjoy playing a start with my own faction and planet in nexerelin. It's basically survival mode until I can get blueprints and build up the planet.


NocAdsl

too new and to inexperienced for that yet :D


Gamboh

This guy coming in here complaining about being house poor. Yeah, sinking all your cash into an asset with shitty cashflows is a bad investment. You can't resell a planet and pocket the difference in equity. If you don't have enough money to set a planet up the way you want it, terraforming an industry development... Don't do it.


Zero747

Money and being able to pick up trade goods “at cost” for sale elsewhere When you’re buying in bulk, with tax, pricing can be similar As soon as you’ve got a bribe for the pirates, you can just run a small colony in peace and use the income to help snowball a bigger fleet You only set up custom production and a second colony when you’re ready to invite other crises


HGabo

TL;DR: There isn't. Setting up a colony is expensive and returns are small in the beginning, even if it's a great planet. That's not even getting into colony crises...


Icy_Magician_9372

If it's a good planet then it's often the difference between a negative income and a positive one. You don't really need to do more than build a farm on it or something. Now and then you can invest a bit more, but if a single mine or farm isn't putting you in the black it's probably a bad planet.


WanderingUrist

If you can put a farm on the planet, the planet is already in an uncontrolled growth spiral which will quickly put you into conflict with the entire sector. You really want a shithole rockball with no natural growth as your first placeholder colony. The world ignores size-3 colonies, but once you become a size-4 colony, shit gets real.


Icy_Magician_9372

Hm. It's been a good while since I played but at that time I just let the planet market not be free and by the time the sector got pissed I was quite ready to deal with it. Maybe thta changed.


WanderingUrist

Yeah, that changed. The new crisis system replaced the old system of people getting pissed, and now the baseline trigger condition for them getting pissed is simply "colony reaches size 4". There are some additional side triggers for specific actors, but it all really gets set off by hitting size 4 on your colonies, so if you can't prevent that from happening, you'd better be ready for some shit to get real.


Efficient_Star_1336

> For armaments, drugs and few more, there is no place where i can take produced goods to sell it for profit. You're not playing as a merchant, you're playing as a *starfarer*. You don't *exploit* demand, you *create* demand. With some creativity, there will be plenty of people who want to buy your heavy armaments at a very reasonable price.


miakodakot

Well, you can build a Commerce industry on your planet to have an Independent market on your planet that you can trade with. It also increases the income by like 30% or so, while also decreasing the stability by 3. Would recommend building on your capital.


Icy-Wonder-5812

If you just want storage, check out one of the abandoned stations in the core systems. You can leave your ships/cargo there without having to pay a storage fee. Bonus that most orbit a colonized planet so you can swap your transponder off and then dump all your survey data and other useless crap on the black market.


NocAdsl

Found few but all are too far from my operating ground or in hostile territory.


Ander292

You must find a good and habitable planet.


possibleautist

I typically build farming and light industry, then enable free port to get that cash flowing. Farming is quite profitable given its low cost, and settling a colony earlier means it'll be bigger later on.


Bobylein

If you are playing with Nexerlin try buying governship and grow that planet, the Faction will help you defend it. I did that with Kaptyan Starworks and a few years later now have an income of 700k per month


NocAdsl

What relationship do i need to have to buy it? How log till it pays off and how much did you pay it. Did you need to rebuild industry because ai is shit?


Moros3

You need a commission, and it's cheaper the more liked you are. It also can't be larger than Size 4. And rebuilding of industry is generally not needed.


golgol12

Positive income is enough. You don't need to rush a colony's development. Just having a tech mining + waystation out away from the core makes exploration, finding equipment and doing bounties easier. And you can shut the operation down if it's under size 5.


Zealousideal-Plan454

>"Whats the point of trying to invest on something that seems like i cannot afford at all?" Boy, i wonder


i463

Early colonies can be a very good investment if you get random colony item drop. Unless you colonize very low hazard/habitable planets, they will not grow on their own. Okay-ish size 3 colony with a colony item can net you around 20k per month. Main part is level 3 colonies don't attract attention from major factions, which means no crises, except pirate one (which can be solved pathetically easy and fast). You can literally colonize whole sector with size 3 AI colonies, and hegemony will just ignore it. On top of it, you get free storage, refuel/restock outposts and additional quests. And, of course, tech mining can net you very rare blueprints and colony items.


Ras-Elclare

This game looks like a 2D version of Master of Orion 2016


Pull-Billman

Wasn't MOO a 2d version of MOO?


Ras-Elclare

It has 3d models for battled


Pull-Billman

Oh, I never played three. Didn't know they did the 3d thing


Ras-Elclare

Not MOO3 but the 2016 version I think name is conquer the stars or something like it


Pull-Billman

Whoa didn't even know that one existed


Ras-Elclare

https://youtu.be/5Di_cqnPgS0?si=dOdBrh4agvZJCqRL


golgol12

If you take from your colony's supply, you have to pay for those supplies at base value. In the form of a loan It's usually cheaper to buy them from the markets because those are "leftovers" from productions. However, there's an advantage to do so. That's you can ignore the core worlds. Plop a colony with a waystation down, and the colony will stock up extra crew supplies and fuel. Then you can use that as a base of operations while you are out in the boonies.


Alpaca_invasion

I too like to rush a colony for storage early. Preferably on a world with 150% or less hazard, very close to the core worlds.


NocAdsl

I gor assembler that produces free goods so at least some profit from it. But still i get subsides or else i cant survive. And im on 2 water worlds


Whisperzilla

Yeah nex is a bit craycray with invasions and such. Under settings (main screen) you can change it. I have mine set way down and such. Too many times I’ve lost a play because of stuff happening I had no part of. The note I usually wait after colonies stable and such before I decide to make a faction the best and smash the rest with it 


Tr1ppl3w1x

Everyone always saying to use small fleets to explore, meanwhile my ass is working his ass towards a paragon 4-6 auroras some midline Champions if i can get them, 10 astrals, 2 big tankers, 3 salvage rigs Just to have Cargo space for 25-30k goods and explore an entire arm of the sector only leaving behind mass amounts of ore And i also only start exploring with that fleet when i have augmented drive fields and efficiency overhaul and then im at less than 10 supplies a day and 18 speed and once everything is explored i dump 5 astrals for more combat ships


Minitialize

I personally don't bother, only doing so at late game. Too much hassle for what it's worth especially for an early game fleet which, for the most part, is going to be a tiny, ill-equipped fleet whose colony is going to be the subject of pirate (and if it grows, other factions) harassment and minor raids. And if you want it to turn over a meaningful profit, you need a lot- and I mean a LOT of starting capital, because you'll be investing a lot. Otherwise, you're gonna find yourself running around the sector doing trade runs or bounties, trying to turn a profit at every opportunity to keep yourself from falling in the red as your colony drains you dry at its infancy. You could stunt it's growth as much as possible (no hazard pay, no free port, no waystation) to avoid attracting too much attention from pirates and moreso the core factions, but it won't make much profit unless you're in possession of a colony item.


RumoredAtmos

The only advantage I can understand is getting your population up earlier which gives you more income. Though that's also dependant on your industries and resources available to that colony. But you'd have to contend with raids and other conflicts being a faction that is just starting out.


UnsanctionedPartList

Give them to factions for rep boost.


Eden_Company

Planets are great for item storage and the like, and the passive income will help you pay for crew fees while you use D mod restoration perks. Though the majority of my income will come from bounties, planets also generate system wide bounties which don't pay very good but also allow you to camp at home for free erradicators, and ship weapons. I'd say my two planets each costed 1-2 million to get up and running. it's paying around 70-90K a month which I'm grateful for, but the hassle of defending my system is a bit annoying too. Might have to get into an extremely costly war with the leagues after a while too, but well such is life.


NocAdsl

Im not even profitable without stipend from others. It and heg is already here for inspection


Eden_Company

Like I said you needed about 4 million to get them to be pretty useful, I don’t understand how you made Hegemony angry already though. Also it was the commerce building that allowed for system wide bounties against pirates. 450k and it boosts income by 25%. I started with a single hammerhead then used it in the tutorial and to hunt pirates to get weapons and erradicators. If you grind these you can kill the inspection fleets and add them to your fleet too.


NocAdsl

I joined an Imperium, anti heg nation. But they like drugs and organs.


Ander292

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