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NC's Colony Profit Guide
http://forum.starsonata.com/viewtopic.php?f=17&t=32621
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Author:  jsn0X [ Sun May 24, 2009 6:11 am ]
Post subject:  NC's Colony Profit Guide

Minimum for this guide:
1 EE character
1 CA character

In this guide, Im going to go into detail about how to build a profitable galaxy.

To start, you first need to find a galaxy. Find a galaxy with 1 or more of these planets. They will make the colonies that will be pumping out cash later on.

Heavy Temp Terran
Low Temp Terran*
Low Noxious Terran
Normal Blistering Terran
Normal Frozen Noxious
Normal Frozen Terran*
Normal Temp Terran*
Normal Temp Noxious
Normal Temp Gaseous

Now, these are the planets that will be a 90% suitability colony or greater.

Great, you have a galaxy with planets that will become good colonies. Your a step closer to becoming another one of us rich bastard. Now then, the planets with the * next to them denote perfect, or 125% suitability, planets. Your going to want to build one, and only one colony on one of these planets. After you've built a base on the planet and have a good amount of space on it (500k to 1m space will be good, more if your a serious pumper) your going to want to pump it. Now, pumping is a costly investment, but trust me, the more you initially pump it, the more money you will end up with in the end.

To pump a colony, your going to want to run around in your big ship (massif 3, DF, w/e) and ruthlessly buy every peasant within 2 or 3 jumps of you galaxy from the ai bases and set it to sell on your colony base for less than the colony is buying. If your lazy, you can just set slaves to move the peasants, but other people will probably beat you to them if you do that.

Ok, step two is done. You now have a colony up, and overflowing with peasants. Don't worry, the colony starts buying peasants slowly, but it goes up drastically in the first few years. The reason you only build one colony initially is because as the years go on, the colony buys less and less peasants, so to maximize profits hold off on the other colonies for now.

Now on to step three. Build build build. Build colony bases on all your other planets, build baobab, nuclear waste, and silicon extraction bases, and build a hub base (A base with a ton of space) and if you have a station master character, build protector bases. Now then, set up ration slaves if your not using hydroponics. Also set up nuclear waste slaves if your using Ambro to Ada gear.

Ok, day one is over. Go to sleep. You've been working on setting up bases for 10+ hours and your eyes are blood shot. It only gets easier after day 1.

It's a day after the reset, and time to get back to work. Start extracting all your commods (babs, nukes, silicon) and set up slaves to tow them all to your hub base. In your hub base, dump an adequate amount of crack houses you can buy in serpica to support your galaxies need of whores later on. Normally this is about 500 or so.

By the end of day two, your main colony should have bought up most if not all of the peasants you dumped on there, and it should be well on it's way. Now comes the waiting game.

Your basically going to have to wait until your colony gets to about a billion population. When it does, great! Its time to start making money, however small it may be. Start shipping whores, babs, silicon, and nukes to the base, and set them all to sell for less than the colony is buying for. Also, set the base to buy peasants for 1 credit higher than the colony is selling them at, and set it to sell peasants for 1 credit. Set a slave to start hauling peasants to your hub base, and set your hub base to buy/sell peasants for 1 credit. Also equip 40 or so crack houses so you have enough whores coming in for your main colony.

Now then, we haven't been neglecting those other colony bases until now. It is their time to shine now, and make you some money! Start all of the other colonies, and set up a slave/slaves to ship peasants from your hub base to to the new colony bases. Set the bases to buy peasants for 1 and sell them for 1 credit less than the colony is buying them for. The difference between the sell price of your main colony and your new colonies' buy price is pure profit.

Great, you now have one colony making close to full profit, and other colonies making profit off peasant pumping. Be sure to keep putting money on your main colony base. If it runs out of creds and can't keep buying peasants, your gaining colony growth time, which is what you want least.

Now then, some more waiting. You'll be making a bit of money at this point, but not much. Don't worry, soon you will be making plenty.

Once you secondary colonies are at about 1 billion population, its time to cut off the peasant supply. By this time, constantly adjusting the peasant prices for the extra 100k growth per year and small profit isn't quite worth it. Remove peasants prices from the trade list, and cut off all the slaves bringing peasants over.

Set all of your colonies to start buying nukes, whores, silicon, and babs for less than the colony buy price, and start shipping all the commods from your hub base to the colonies. By the time your other colonies are at 1b pop, your main colony should almost be at maximum population and the the loss of supplying peasants for all your other bases whores should be offset by the sale of other commods to it, and should be making a little bit of money, not as much as your others will start to make though.

Now, your basically done. Its about a month into the uni, and all that's left to do is soak up your money. If you've fine tuned it the way I've specified in this guide, the only maintenance that you should need to do is keep dumping some creds onto your hub base to pay for the whore production base, and to take creds off your colony bases whenever you feel like it.

Some pro tips:

-Store as many peasants as you can. The more you can get on your initial colony, the more money you will make in the end.

-Get a station master character and invest in some good bases. Your galaxy, if done correctly, is worth tens or hundreds of billions, and not defending it is out of the question

Good luck, and happy hunting at the start of the uni everyone!

Author:  sabre198 [ Tue May 26, 2009 4:35 am ]
Post subject:  Re: NC's Colony Profit Guide

Thanks for a very nice guide on colonial profiteering, I have a small question.

I have reached a maxed out 100% suit colony with 5b pop, and wanted to know if the amount of whores my col is buying per tick is about right. I am not a CA.

The col buys about 8.5k whores per tick for 400

Is this about right? how can i get either the price or volume up? if i drop the price to sell more the col price soon adjusts downward to meet my new lower price and the volume returns to similar levels however at a reduced price. is there a strategy to edge the price up whilst keeping volume high? i notice some commods the col buys a lot 5k+ and some only a few hundred (no matter how low the price).

Thanks

Author:  floflo02 [ Tue May 26, 2009 2:40 pm ]
Post subject:  Re: NC's Colony Profit Guide

what the, my 1b colonies buy crack whores for 1k each and they buy like 8000-10000 per tick

Author:  NattoKillas [ Tue May 26, 2009 5:58 pm ]
Post subject:  Re: NC's Colony Profit Guide

jsn0X wrote:
Minimum for this guide:
1 EE character
1 CA character

In this guide, Im going to go into detail about how to build a profitable galaxy.

To start, you first need to find a galaxy. Find a galaxy with 1 or more of these planets. They will make the colonies that will be pumping out cash later on.

Heavy Temp Terran
Low Temp Terran*
Low Noxious Terran
Normal Blistering Terran
Normal Frozen Noxious
Normal Frozen Terran*
Normal Temp Terran*
Normal Temp Noxious
Normal Temp Gaseous

Now, these are the planets that will be a 90% suitability colony or greater.

Great, you have a galaxy with planets that will become good colonies. Your a step closer to becoming another one of us rich bastard. Now then, the planets with the * next to them denote perfect, or 125% suitability, planets. Your going to want to build one, and only one colony on one of these planets. After you've built a base on the planet and have a good amount of space on it (500k to 1m space will be good, more if your a serious pumper) your going to want to pump it. Now, pumping is a costly investment, but trust me, the more you initially pump it, the more money you will end up with in the end.

To pump a colony, your going to want to run around in your big ship (massif 3, DF, w/e) and ruthlessly buy every peasant within 2 or 3 jumps of you galaxy from the ai bases and set it to sell on your colony base for less than the colony is buying. If your lazy, you can just set slaves to move the peasants, but other people will probably beat you to them if you do that.

Ok, step two is done. You now have a colony up, and overflowing with peasants. Don't worry, the colony starts buying peasants slowly, but it goes up drastically in the first few years. The reason you only build one colony initially is because as the years go on, the colony buys less and less peasants, so to maximize profits hold off on the other colonies for now.

Now on to step three. Build build build. Build colony bases on all your other planets, build baobab, nuclear waste, and silicon extraction bases, and build a hub base (A base with a ton of space) and if you have a station master character, build protector bases. Now then, set up ration slaves if your not using hydroponics. Also set up nuclear waste slaves if your using Ambro to Ada gear.

Ok, day one is over. Go to sleep. You've been working on setting up bases for 10+ hours and your eyes are blood shot. It only gets easier after day 1.

It's a day after the reset, and time to get back to work. Start extracting all your commods (babs, nukes, silicon) and set up slaves to tow them all to your hub base. In your hub base, dump an adequate amount of crack houses you can buy in serpica to support your galaxies need of whores later on. Normally this is about 500 or so.

By the end of day two, your main colony should have bought up most if not all of the peasants you dumped on there, and it should be well on it's way. Now comes the waiting game.

Your basically going to have to wait until your colony gets to about a billion population. When it does, great! Its time to start making money, however small it may be. Start shipping whores, babs, silicon, and nukes to the base, and set them all to sell for less than the colony is buying for. Also, set the base to buy peasants for 1 credit higher than the colony is selling them at, and set it to sell peasants for 1 credit. Set a slave to start hauling peasants to your hub base, and set your hub base to buy/sell peasants for 1 credit. Also equip 40 or so crack houses so you have enough whores coming in for your main colony.

Now then, we haven't been neglecting those other colony bases until now. It is their time to shine now, and make you some money! Start all of the other colonies, and set up a slave/slaves to ship peasants from your hub base to to the new colony bases. Set the bases to buy peasants for 1 and sell them for 1 credit less than the colony is buying them for. The difference between the sell price of your main colony and your new colonies' buy price is pure profit.

Great, you now have one colony making close to full profit, and other colonies making profit off peasant pumping. Be sure to keep putting money on your main colony base. If it runs out of creds and can't keep buying peasants, your gaining colony growth time, which is what you want least.

Now then, some more waiting. You'll be making a bit of money at this point, but not much. Don't worry, soon you will be making plenty.

Once you secondary colonies are at about 1 billion population, its time to cut off the peasant supply. By this time, constantly adjusting the peasant prices for the extra 100k growth per year and small profit isn't quite worth it. Remove peasants prices from the trade list, and cut off all the slaves bringing peasants over.

Set all of your colonies to start buying nukes, whores, silicon, and babs for less than the colony buy price, and start shipping all the commods from your hub base to the colonies. By the time your other colonies are at 1b pop, your main colony should almost be at maximum population and the the loss of supplying peasants for all your other bases whores should be offset by the sale of other commods to it, and should be making a little bit of money, not as much as your others will start to make though.

Now, your basically done. Its about a month into the uni, and all that's left to do is soak up your money. If you've fine tuned it the way I've specified in this guide, the only maintenance that you should need to do is keep dumping some creds onto your hub base to pay for the whore production base, and to take creds off your colony bases whenever you feel like it.

Some pro tips:

-Store as many peasants as you can. The more you can get on your initial colony, the more money you will make in the end.

-Get a station master character and invest in some good bases. Your galaxy, if done correctly, is worth tens or hundreds of billions, and not defending it is out of the question

Good luck, and happy hunting at the start of the uni everyone!



hmmmm?

nice post anyway i learnt from my team director on how to make money from colonies COLONYS FTW.

Author:  jsn0X [ Tue May 26, 2009 11:54 pm ]
Post subject:  Re: NC's Colony Profit Guide

Grav Temperature Atmos Base w/CA

Low Temperate Noxious 56 101


Hehe, if only everyone knew where the nice little suitability table was.

Author:  swingarm [ Wed May 27, 2009 5:20 pm ]
Post subject:  Re: NC's Colony Profit Guide

Good guide but if NC puts up a "How to conquer UZ" guide I'd ignore it unless you want to find out how to spawn GSA's on your teammates.

Author:  jsn0X [ Fri May 29, 2009 12:09 am ]
Post subject:  Re: NC's Colony Profit Guide

swingarm wrote:
Good guide but if NC puts up a "How to conquer UZ" guide I'd ignore it unless you want to find out how to spawn GSA's on your teammates.


>_>

Author:  trevor54 [ Fri May 29, 2009 12:48 am ]
Post subject:  Re: NC's Colony Profit Guide

everyone hates you.

Author:  jsn0X [ Fri May 29, 2009 12:52 am ]
Post subject:  Re: NC's Colony Profit Guide

I know. It's great!

Author:  swingarm [ Fri May 29, 2009 11:40 am ]
Post subject:  Re: NC's Colony Profit Guide

Sorry to burst your bubble, NC, but I like you. :wink:

Author:  urjuhh [ Fri May 29, 2009 12:36 pm ]
Post subject:  Re: NC's Colony Profit Guide

jsn0X wrote:
Hehe, if only everyone knew where the nice little suitability table was.


after seeing this picture , everyone knows, where the suitability table has been for last 4-5 unis

Author:  trevor54 [ Fri May 29, 2009 2:14 pm ]
Post subject:  Re: NC's Colony Profit Guide

is that a picture of your desk limpa?

Author:  urjuhh [ Fri May 29, 2009 2:20 pm ]
Post subject:  Re: NC's Colony Profit Guide

you can guess 3 times ( Hint: correct answer is longer than the wrong answer )

Author:  trevor54 [ Fri May 29, 2009 2:24 pm ]
Post subject:  Re: NC's Colony Profit Guide

that is your desk.

Author:  Battlecruiser23 [ Fri May 29, 2009 5:03 pm ]
Post subject:  Re: NC's Colony Profit Guide

urjuhh wrote:
jsn0X wrote:
Hehe, if only everyone knew where the nice little suitability table was.


after seeing this picture , everyone knows, where the suitability table has been for last 4-5 unis


Wah! your screen is cleaner than mine.

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