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Post by tenbsmith on May 26, 2015 9:38:46 GMT -5
A colony will turn independent when moral is low enough for long enough. Colonies also go independent when founded on a very low quality system. What happens then?
Does an independent colony still contribute/drain your economy?
Do you have any control over construction in an independent?
The colony that got me thinking on this has 8 quality, 14 mineral, 8 population, and 2 morale. I've constantly been behind the rapidly growing population. It's a major drain on my economy and I'm tempted to let a World Killer take it... but I won't. If I want to save this colony, I'll have to focus my research on tech that will allow me to get ahead of the population issue.
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Post by Cory Trese on May 26, 2015 9:43:27 GMT -5
Independent Colonies can be very good for your Economy.
I'll post a screenshot of a one in my current game.
I'm looking forward to making them a bigger part of the game, and giving the player more control over them.
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Post by elwoodps on May 26, 2015 11:19:26 GMT -5
........... The colony that got me thinking on this has 8 quality, 14 mineral, 8 population, and 2 morale. I've constantly been behind the rapidly growing population. It's a major drain on my economy and I'm tempted to let a World Killer take it... but I won't. If I want to save this colony, I'll have to focus my research on tech that will allow me to get ahead of the population issue. tenbsmith: What improvements do you currently have built on this colony, and what Habs and Factories have you already researched?
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Post by hlo on May 26, 2015 11:54:16 GMT -5
Independent Colonies can be very good for your Economy. I'll post a screenshot of a one in my current game. I'm looking forward to making them a bigger part of the game, and giving the player more control over them. I find Independents work best if you can load up all the Mines you can put on them. They have no population growth so you can forget Hab and Spice den.
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Post by Cory Trese on May 26, 2015 12:00:13 GMT -5
Ideally your Indy worlds have a sufficient population to support the CP and RP generated by your Core and Orbital Upgrades.
Sometimes this is 8 or 10, but Colonies that turn Indy early maybe somewhat stunted in that regard.
As with every world, you should absolutely utilize the Minerals you find. Otherwise, focus your Indy world constructions on things that take advantage of their core abilities -- ignoring Politics.
The ST RPG Indy worlds are great trade hubs, and you should build your Indy colonies to match. TP is perfect for Indy, ignoring Conflict and being Pop agnostic
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Post by hissrad on May 26, 2015 12:25:49 GMT -5
I just wish I could get an independent world like Roavin,all mine seem to bed up with less then six though
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Post by tenbsmith on May 26, 2015 13:19:25 GMT -5
thanks elwoodps, Cory Trese, hlo. From what you've posted it seems independents are still part of your economy and you can still do construction on them. So what are the differences? No ship construction? Not affected by politics? anything else? In retrospect, it may have been better to let go of the problematic colony I described in my previous post --Galantia. Then I could focus on other things--like Planetary Invasion. At this point, I'm tempted to let it go. Here are the upgrades for the colony in my current game I fear will soon turn independent: Starport 1, Gab Unit 2 x3, Spice Den 1, Factory 1, Mine 1, Steel Fortress 1.
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Post by elwoodps on May 26, 2015 15:50:10 GMT -5
........... Here are the upgrades for the colony in my current game I fear will soon turn independent: Starport 1, Gab Unit 2 x3, Spice Den 1, Factory 1, Mine 1, Steel Fortress 1. It may be unusual, but when I found a new colony (unless it's owned by Thulun or Cadar) the first thing I build is a Factory 1. Otherwise, with only 1cp, I have too much trouble building hab units fast enough to keep up with the pop. I'll sometimes lose some morale before I get the first Hab 2 built, but after that I can keep up. Also, new colonies seem to get by fine with 0 spice for quite a while. But once you build the first Spice Den (or other facility that entertains pop), then you have to maintain an adequate supply to keep from losing morale. So I put that off a while if I'm unsure of my ability to keep up with other improvements.
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Post by Cory Trese on May 26, 2015 16:18:35 GMT -5
........... Here are the upgrades for the colony in my current game I fear will soon turn independent: Starport 1, Gab Unit 2 x3, Spice Den 1, Factory 1, Mine 1, Steel Fortress 1. It may be unusual, but when I found a new colony (unless it's owned by Thulun or Cadar) the first thing I build is a Factory 1. Otherwise, with only 1cp, I have too much trouble building hab units fast enough to keep up with the pop. I'll sometimes lose some morale before I get the first Hab 2 built, but after that I can keep up. Also, new colonies seem to get by fine with 0 spice for quite a while. But once you build the first Spice Den (or other facility that entertains pop), then you have to maintain an adequate supply to keep from loosing morale. So I put that off a while if I'm unsure of my ability to keep up with other improvements. Depends a lot on what your starting Colony Module stats are, but a first Factory is a good idea in many cases!
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Post by Euphorion on Jun 15, 2015 5:21:36 GMT -5
How long do you have to wait until a low Morale world turns independent? I have a Quality 7 world (It was 7-26.../sigh) which for whatever reason attracts tons of new people (also it was early in game when they started with Starport1...). In no time it was 5/3 - and after I had my first colony go directly to independent (Qual4) and having read hjere they would turn I decided to let it go to independent. So I never built any Spice, no further Habs and it is at 1/10 Morale for ages (3 game years certainly by now) - and also at heavy negative cash flow. So I wonder - when will it eventually turn independent? Is this completely random? Meanwhile it's at 9/5 Hab (I did a healf hearted attempt to get it back inline and built an Orbital Platform, just so to see Population increase from 7/5 to 9/5...). I want to get it off my economy or at the very least independent so Pop stops growing.
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Post by elwoodps on Jun 15, 2015 9:02:10 GMT -5
How long do you have to wait until a low Morale world turns independent? I have a Quality 7 world (It was 7-26.../sigh) which for whatever reason attracts tons of new people (also it was early in game when they started with Starport1...). In no time it was 5/3 - and after I had my first colony go directly to independent (Qual4) and having read hjere they would turn I decided to let it go to independent..... I've never personally seen one turn Indie due to low morale; only from quality 4 or less. That said, if you're playing Hard or below, I think I can show you how to get that colony back on it's feet, or at least reduce its drain on your economy. I've never played above Hard, so I'd hesitate to give advice if you're already beyond me. If you'd like to try, please post the following: - A list of all the colony's current improvements including the level and number of each (don't forget the Starport).
- What factories you have researched (most important).
- What mines you have researched.
- What habs you have researched.
- What spice dens/halls you have researched.
- Palaces & Exchanges?
- Orbitals?
And please post a screenshot of the main colony screen like this one.
As you can see, a 7 quality colony can be quite productive. This one has Terraforming 1 which adds 2 quality. But even without terraforming, it would be happy and make a significant contribution to the overall economy. Also, I strongly encourage you to join the forums. It's a great community.
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Post by tenbsmith on Jun 15, 2015 10:26:13 GMT -5
Euphorion, Independent Colonies continue to contribute/drain your colony (see Indepents entry in Star Traders 4x Game Manual accessed through help button on main screen of game). Therefore, your best move is to follow elwoodps' lead and find a way to make this colony into a positive for your empire. elwoodps, what was the approximate game date when you took the screen shot of that colony? I'm guessing pretty late in the game with lots of tech unlocked.
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Post by elwoodps on Jun 15, 2015 15:48:11 GMT -5
elwoodps, what was the approximate game date when you took the screen shot of that colony? I'm guessing pretty late in the game with lots of tech unlocked. Year 17. Here's the installations.
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Post by euphorion on Jun 16, 2015 3:52:25 GMT -5
I've never personally seen one turn Indie due to low morale; only from quality 4 or less. That said, if you're playing Hard or below, I think I can show you how to get that colony back on it's feet, or at least reduce its drain on your economy.
Yeah...I waited another year (and after having read your comment)- then gave up. Well luckily me Tech was advanced enough by then to get the Colony into positive regions. I still think it's a pity that you can't get "rid" of low Qual worlds. Maybe you could get a choice after the Colonization-Quality-dice-roll "Do you want to include this Colony to your House/Syndicate/...?" If you choose no, then it would get independent status.
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Post by hlo on Jun 16, 2015 7:48:40 GMT -5
It all depends on the stage of the game, late game Indie will have lots of options. Since population never grows, just build more Mines. Terraforming if need be but it can get quite good. Here is one from my past games:
Quality 4. Pop 1. Factory 1. Mining 15/16. $$$ +322/-112. TP +8
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