Starsector story points limit. In between scavenging and selling. Starsector story points limit

 
 In between scavenging and sellingStarsector story points limit  Those stories happen once per ship that reaches legendary reputation, which requires about as much xp as it does to max out player level, so not quite passive

Excellent improvements. This class can be a. There are diminishing returns with having multiple. Quest 1 id where you need a bar event. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. Crew training grants 15% unless you start spamming capitals, 50%. These points should be used to. The game is extremely tweakable with things like this. Removed extra crew bonus. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. k1llerk1ng. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. reduced maneuver by 10%. Removed skills changes. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. Battle won proof. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. I've done a lot of tinkering in settings. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. Consider doing scavenger run. 25. In "starsector-coredataconfigsettings. Starsector! Join thousands of players in a massive online community. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. a_user_name - Inspired by their SSE mod! Tartiflette - Hullmod blocker script! Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!! barrackollama - Writing, proofreading, adding Hubert's portrait, and testing! Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script! rubi - For allowing me. Logged Chairman Suryasari. 1. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. json you can change the max number of officers, I don't think there is a way to swap them around whilst flying about from any mod. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Theyr allright alot like normal missions exept you pick up 2-3 of them at onec fly about do em and return, hopefully dev doesnt go overboard with these, i still got nightmares about starbound that. 1. This is especially true for capital class ships with a lot of weapon slots. Removed extra skill point scaling. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. I personally recommend the "standard" 25 version. The people you sell will be able to use the Blueprints themselves. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. Go into the game's config file and find the settings for "Easy" mode. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets. Switching to Java 8 seems to solve the issue, Thank you kind sir. Posted March 21, 2012 by Alex in Development. You order something and you can pick it up on the 1st of next month. Low-tech ships need a certain number of gunboats to keep pushing. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. I salvaged instead of recovered one or two ships from the tutorial derelict ships. The next update will add strong narrative RPG elements to Starsector, among other things. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents). How to escape without using story points. Maku_GJ. . 1a] Everything Recoverable (v1. These two games are quite different - Star Valor is more arcadey, while Starsector is a slower but also far more complex and interesting experience (at least for me) Best example would probably be reactive economy. Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%;It's hard to give super specific advice on the combat because there are so many ships with different roles; so I guess to start with, is to find a ship that fits a niche you enjoy. I actually feel bad 4 the 4+ Heg fleets that try to run away. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. Default is 8% of base DP per additional S-mod. A comparison of cargo/fuel tankers and efficiency pre and post 0. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). 95 threats do not appear till the colony reaches size 4. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. 2D RPG/Trade/Fleet Combat Game. I remember the scientist transport ones not even have a. While technically infinite, getting late game story points is slow (in vanilla) and this will compete with other outlets of story points like colonies and AI inspections. A Beginners Guide on how Colonies Work. An in-progress blog post is available at dev blog post. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. There you can spend 1 story point, 1 million credits, 1000 lobsters, or a high/very high contact to make a deal with the pirate queen to stop the raids on your colonies. Heavy Armor is not recommended. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. Once in the game, you can summon the console with control+backspace and enter your commands. For real though, best way to deal with Hostile Activity is to just ignore it completely. Starsector (formerly . Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. Carriers require more deployment points to get space supremacy. The Automated Ships skill gives +100% max CR to automated ships in your fleet so long as you are at or below 30 automated ship points, which are the sum total of the DP cost of all automated ships in your fleet. Special mods, Colony upgrades, asking the Story Teller to give you coordinates to ceartain places with rare stuff, using them together with an Alpha core to make an orbital bombardment to a star to create another stable point are some of the best uses for them, imo. marines and/or story points to generate some extra alternative to some of them) and early levelling seems kind of shockingly quick - I got to level 5, a third of the new level cap, in. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and from 5 to 7 for officers. It doesn't matter if there's an overloaded capital ship that could be killed in the next volley, it will stop shooting if there's even the tiniest shuttle passing by. Currently that planet makes 544k a month, with access rating of 234% My total income is past a million a month. heavy armor. Previously in 0. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Player fleet able to interact with objects immediately after battle, i. You can edit the level cap in the config file without needing a mod by going to Starsector -> starsector-core -> data -> config, and find the settings file. json, you can modify the colony stats there (assuming you play without mods that override these values), and set the maximum colony amount to something different (any. They are between levels 4 and 6, with 1 to 3 elite skills. It provides a good work flow as i feel like always chexking the bar each world. Atlas does. I think the fleet point limit should increase as you level up. 75 to whatever you want, like 1. 96 was focused on adding stuff to the game, not modifying existing code, after all. Battle size depends on your fleet combination. Destroyed some fleets, was satisfied, walked out by the. Want to go higher than 30 ships available in your fleet? This is how you do it. 0. most games have modifiable UIs. 2 you go to tia exet, fight weird fight at the aurora. Starsector > General Discussion >. Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. 400 is total starting deployment for BOTH sides. level 1. Another reason to spread is that the story point cost for improvement explode. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. 125 votes, 45 comments. New hullmods can be obtained by using "modspecs" available in. Similar to vanilla this is a "soft" limit, and you can exceed it at the cost of increased supply use and reduced burn speed that scales proportionally based on how much you exceed the base limit. ago. When you give them orders, you put them on. r/starsector. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. Also if anybody could tell me how to increase my DP limit i would appreciate it. So if you want to tackle a super hard late-game fight, it's a nice little boost. 1. My thought was that there would be a method (salvage ships, story point, skills, whichever) as the game went on of reducing the fetch quest stuff - really tie it into player progress, so that early game it's really part of your powering up process, and then late game you have the option to skip past it if you want to. 95 for a while and I got decent colonies going, pop 6 and all that. My experience in the tutorial: - I started as the powerful fleet of ships (fast start) but I noticed I kinda like the idea of starting as a smuggler and one-ship owner more so I picked the scavenger ship and drone tender as bonus and sneaky and scavenging skills. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. Time between changelog and release for the last few patches: 0. Changelog: 1. I wanna build a brawler that has tons of frontal firepower and is capable of handling the high flux costs of the weapons in question. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. ) It basically puts you to a higher "tier" of salvage bonus. There is a battle size limit, so in cases where the total size limit is exceeded by both fleets the game distributes more points to the larger fleet as to simulate the fleet size difference. Check the forum. Increases colony accessibility by 30 percentage points. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. That would be for all fleets, not just the player's. Find a damaged frig, go to system, then get sierra. This video showcases my fleet that I use for general purposes. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 2D RPG/Trade/Fleet Combat Game. Ships not recovered may be salvaged instead. 95 - Guide to Fleet Composition. Name. 3 Level of 1 industry skill reduces the negative impact of D-mods. Too bad I already swiped one from Kazeron (and I plan to steal the. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. ago. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. While the commands themselves aren't case sensitive, arguments are. 9. 9. but energy weapons are fairly weak versus armor in the first place. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. 3 Industry List. Until recently, this wasn't a feature that was high on my radar. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. First your mod is a fantastic idea. · 11 mo. Also an important bit of Story Points is you can recover it when you consume it. Netting you 1 story point per story told. Pretty much. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Re: GC overhead limit exceeded crash. 2D RPG/Trade/Fleet Combat Game. (500) 2. 239. Or maybe 2. Premium. You earn points by destroying ships and bosses. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. 9. As long as there are not too many fighters it runs at 20 fps+ at max deployment. 2 days ago · A speeding car crashed in flames on the bridge linking New York state and Ontario at Niagara Falls on Wednesday, killing two people in the vehicle and sparking a. Go to settings and basically increase it so you can field more than before but the mechanics are the same, therefore, so will the enemy. First, make sure you properly modified the file setting the allocated memory for the game. (edit: also, Starsector has an actual story now. Freeing up Heavy armor OP on my capitals is always going to have a greater affect on my game than being able to get a bit more money. 1 Income 5. It doesn’t consume it. Spamming ieds will generate uh, quite a bit of lag though. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. jpg. 2). This is my final guide in my How to Starsector playlist. You get 4 story points per level. Tried that. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. Also an important bit of Story Points is you can recover it when you consume it. That also includes the trash bricks you fight when poking old Domain stuff. You also keep gaining story points after reaching. 95. The product of multiple mentions. 1m experience/sp at level 15. commands. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Job_Precipitation • 3 yr. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Location in my system, and erected the Comm Relay. AxtheCool • 4 yr. The question that interests me the most is: Have you played SS on the same laptop some years back and has performance been very different then? Because as the game grows it seems requirements grow with it. g. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. 51K subscribers in the starsector community. ; Ace Custom: The. Two out of 5 planets in the system have decivilized subpopulations, so its. If you are new, some pointers on colonial management: Get some skills. I don't like having to choose and miss out on things. Use the fully-qualified name of your class (ex: data. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. 2D RPG/Trade/Fleet Combat Game. Thing is, my campaign is pretty advanced already, and I do understand most of the mechanichs, but the one thing I do not get at all is deployment points. FYI Solar shielding mod also limits damage from storms. list ships. Limit how many ship types can be in a fleet (player + AI) at any given time. System and hyperspace screens tend to be around 45-60. commands. These are meant for broader use within the. - Reformatted backcompatibility settings and added them to modSettings. Things specifically like Persean Chronicles are in relatively short supply, though; the only other purely-adds-a-quest mod I can think of is Internal Affairs. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. When you go into the Map tab, turn on the Exploration tab which will bring up the brackets next to all the stars on the map which are empty if the system is unexplored. I understand it's due the officers assigned to the fleet. And navigate to "baseNumOfficers" and edit that number. It's easy to make up a reason why SO can't be built in. ago. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. In the vanilla game, AI officers increase the "automated ship points" of the ship they're attached to, and to me it doesn't make sense. (That was a bug in -RC3; should be fixed. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. 100 fleet size, 99999999 battle size. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. A row of Tesla charging stations. ago. 91, with a few key differences. everything else is still accurate. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. 51K subscribers in the starsector community. I have learned something new. The difficulty depends on what mods you install with Nex. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Get one Sunder and use story point to put safety overrides on it. 1. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. jpg. (300~500) 3. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. These will are only relevant to modified QC installations. 5m experience. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. You've got to the end of the main quest. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. I've grown fond of this combat ring/star type of abomination. How to escape without using story points. Provided your computer can handle more ships at once, of course. But with the. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). Just a list of all the bar missions (and my ratings) you can find. • 10 mo. However: total DPs in a fight are capped at. 96a RC10. Take Wednesday's night loss to the Miami. Regarding skills, the way it works is instead of putting points into a "capacity" to increase the max level of skills in a tree, and then investing points into each perk, you. New patch is the perfect time to drop in, welcome to the community. Wouldn’t it be funny if there was a chance that some of your. Doing hard bounties with minimal losses can get you around 70% of a story point per fight, and S-modding ships gives you 50% bonus XP. 9. This will require Alpha core, some fuel and machinery. By level 15 you will have gotten the maximum amount of skill points to use but will have gotten 50 story points and any further level ups will just grant you more story points, so you will never run out of them permanently as. But I'm finding that I don't use AI cores on industries anymore. Capturing these can be useful to tip the ECM rating balance in the. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. ago. You need an alpha core. « Reply #1 on: April 27, 2016, 09:26:37 PM ». When there are so many other good LB weapons, you are hurting yourself by using this, except on the conquest, where 2 of these on the "off side" allow it to min-max effectively. Overhauls the officer selection dialog, adding additional features: Upon interacting with another fleet, displays that fleet's commander's combat skills, including fleet-wide skills. 45K subscribers in the starsector community. Modders: This is not a blanket feature. 500 increased armor. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. My opinion: Ships with no d-mods should be recoverable without effort. I need to heat my house and I like the massive brawls. This (along with many other settings) can be changed by running the Settings command. Mods to. ago. 2 Upkeep 6 Industries. 2. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. 95. I LOVE being able to build in hullmods. So while setup is complex and requires a lot of skill points to work - it does work amazing. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Just a few revenants are enough for you to sneak past. With games launching every day, both triple-A full releases and early access concepts, with Kickstarters to keep track of and various news flooding RSS feeds, it takes a lot for a game nowadays to lodge itself into our minds for more than a few months. - class: This points to the script you wrote in Step 1 above. The. There are ancient tombs with puzzles, jail survival simulator, election campaign, business tycoon quest, spy missions, sabotage quests and so much more! All in text format. 10. Manage more officers. First thing I do is edit the number of starting command points in the settings file, changing it to 10. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. ago. Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better. A size 3 colony will allow one industry improvement. It used to be called Starfarer. Late to the party but here are some QoL and visual mods. Not to mention the huge signature radius without MS/IEA. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. The base tech-mining in Starsector 0. json with notebook++ and you'll find this around line. 2x Points. But without an official announcement of a release nobody can really say. The deduction. Blue: Elite. Bitbucket. And speaking of salvage, everything needs a story point. But I feel that and officer elite skills (and your own elite skills) leaves any other usage of SP to be relatively wasteful in comparison. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point). Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. phase ships with no weapons are basically the fast attack submarines of starsector, good for harrassing a large ship into engaging the phase ship leaving it open for an attack from a more powerful ship. However. Accidents. This mod adds a developer's console to Starsector that can be summoned with control+backspace. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. Story point built in mods are great, and for RC10 onwards, building in logistics mods with story points means they do not count towards your 2 logistic mod limit. Hello! Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the amount of redacted ships you can field without CR penalties. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. It's a solid shield shredder at a good price. Just look at that number: $300,000,000. Colonies were added in version 0. json file. New comments cannot be posted. By that i mean relaying on scavenged low-quality ships. 2 days ago · Share this story. This is unlikely if 4096m+ of memory is allocated to Java; Starsector should never use that much memory, no matter how many mods are loaded. Text under CC-BY-SA licenseAnd, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. Varya's Sector will add a bunch of aggressive factions that spawn in randomly throughout the game and can really wreck you with their fleet spam, but it isn't too hard to keep them on your good side using agents (agents are added by Nex, you can send. Similar to vanilla this is a “soft” limit, and you can exceed it at the cost of increased supply use and reduced burn speed that scales proportionally based on how much you exceed the base limit. The. Uniquifying the Factions, Part 1. Campaign mode was originally introduced in the 0. I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Logged. 1, there were considerations for and against using the capital freighters/tankers such as the Atlas and Prometheus compared to their 2nd tier counterparts the Colossus and Phaeton notably for when fleets would approach their max size limits or if the player. Example). I have had that mod once but it gave me so much rare stuff it was insane. The limits yes, but the per-frigate stuff is insanely good, and the +2 officer is ABSOLUTELY A MUST this patch because deployments point allocation is now based on officers (not your total ships DP) and the AI fleets in the lategame ALWAYS have more officers than your cap pretty much, which means you will usually be fighting 40% vs 60% which is. 95. . at Monday, October 12, 2020. Thank you. 0 (May 6, 2017) Updated to support Starsector 0. The most important feature though is that it allows you to put permanent mods on your ships. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. 1] Slightly Better Tech-Mining. Your second system is best -- several habitable worlds, barren world for Industry, etc. Reverted numerous weapon balance changes. Previously in 0. The official subreddit for discussing Idle Champions of the Forgotten Realms, a Dungeons & Dragons strategy video game that brings together D&D characters from novels, adventures, and multiple live streams into a single grand adventure. 2. At the same time, there aren't many good things to spend them early on. Go to starsector r/starsector. Apogee fit. I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. If it was sufficiently Colonies are player-owned settlements on planets within the sector. Make the battle size the smallest so the majority of deployment points goes in your favor. EVEN if skill has no elite version. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when. phase ships with no weapons are basically the fast attack submarines of starsector, good for harrassing a large ship into engaging the phase ship leaving it open for an attack from a more powerful ship.