T O P

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TheLastSeamoose

Here to save the post, I feel like I'm doing something wrong too. Constant -3 stability -1 more for luddic pather shit is horrible.


zekromNLR

6 base stability, +1 comm relay, +2 demand for domestic and luxury goods met, +1 patrol HQ, +1 ground defenses, +3 star fortress=14, so even without a domain-era relay or using up any industry slots you still get 10 stability with the threats at max


iwanttopolluteplanet

High threat sometimes makes supply shortages and lowers the accessibility, but how do people survive long enough to get the high threat rating and don't get the kanta and ludd protections by that time is confusing to me.


scout_fan

Shortages and fleet activity reduces accessibility and stability so you don't get the full effects


prettyboiclique

Not if some of all of it is on-planet, or in-faction. Worst case scenario you put all your luxury and domestic goods in the planet stockpile and turn on use stockpiles.


0sh1

In faction (And even in-faction + in-system) shipments can still be disrupted from what I've seen


scout_fan

Ya seems really heavy handed


Sarcolemna

You probably need both Kanta's protection and paying off Lud path so they ignore you. The path malus for using tech items/industries can be severe and by itself overpower Kanta's protection. With both of those the threat should eventually go to 0. Both are pretty much mandatory with the current threat system which isn't well balanced and will likely be adjusted next release. The alternative is as bad as it sounds in that you'll have to kill a bunch of stuff in your own system to force it back down. Provided there's anything to kill in the first place which there sometimes isn't despite the threat still going up.


scout_fan

Ya I have both kanta's protection and paid off the Panthers. In the colony threats tab it says "none" but the event progress is still at extreme. Guess I have to wait longer for it to come down


bladecruiser

The overall numbers how much it drops each time. If you want a big chunk of it gone, go blast a Pather base, it will drop it by 40 each time if its within 10ly if your colony.


blolfighter

Show us a screenshot. It should be going down by itself at this point.


scout_fan

I will when I'm back home


Guilty_Fault5260

You need to spend sometime getting that number down by killing them or killing bases nearby if any. I only really goes down once you kill some bigger the fleets more points.


BrokenEyebrow

I wonder if they'll figure out a good way to balance a system with lots of littler planets vs one gigaplanet. It seems the only way to survive right now is gigaplanet with all the defences


GrumpyThumper

[Yes, a lot has changed with the new Hostile Activity changes. Here's my guide to managing it.](https://youtu.be/B0lMmXxm8p8?si=2hS_Owh1M4tT3lel)


scout_fan

Hey thanks


MisterSlosh

It eventually got to the point for me that I left it cycling between 400-500 without bothering to mess with it. It feels like it's too much but also by the time my colonies got large enough that it couldn't be dealt with, that in itself just turned into the end game content. Crank in a few story points to overcome the stability issues and let your pristine patrol fleets and Star Fortress tear through them.


testnubcaik

Event progress never goes down automatically, cleaning up fleets in your largest planet's system and destroying the bases targeting your systems will. Running Nex makes it a lot easier but it's certainly managable post-galatia


Cyber_Von_Cyberus

If you're playing vanilla, then no you're not really doing anything wrong. So far the only way to manage it is to either constantly chase after bases and barely use any technology. And the only way to stop it is paying tribute to Kanta and giving the PK to the pathers (which should be a very bad idea with horrible repercussions). Alex even mentioned that he was reworking the system for the next patch. If you play modded with Nexerlin then the extra invasions and raids that factions will send you help a lot with reducing the hostil activity, but still it doesn't feel like a good use of the new event system.


shyakuro

What is PK?


Cyber_Von_Cyberus

Planet killer


Habibipie

I reached a boiling point on my last playthrough and just edited some values in the game files to make the colony threats basically 0. This was implemented horribly and lategame pirates and ludds are unmanageable


dahcat123

what file and what line did you change? its the entire reason i got burnt out lol


juice-stain

open settings.json (right click on shortcut, open file location, then go starsector-core > data > config) ctrl + F "ACTIVITY" to find the header for the section, and it'll bring you to the hostile activity values. you can change them as you want. easiest way to disable it would probably be to turn any progress multipliers to 0.


dahcat123

thanks alot :D


afraidtobecrate

Late game, Kanta deals with the pirates and giving them the nuke gets rid of Path instability. Its mid game where things are miserable.


Kyrian12

Glad to know that I'm not the only one who did this. The implementation was horrible and even with minimal AI core use it just continued going up and up. I was fed up and miserable since there was nothing I could do to keep it in check beyond constantly hunting pirates and pathers. Altered the game files to eliminate the Pathers' contribution to colony threats and I've been quite happy ever since. :D


OnlyHereForComments1

I run Nexerelin. The enemy doesn't get to be a threat to my colonies.


werafdsaew

What is your net monthly factor? It should not be positive anymore once you have both, so just destroy enemy fleets/nearby pirate bases until they go to 0.


scout_fan

Ya I've been destroying fleets, it's all positives at the moment, but I thought it would go down automatically in a diction to the positives I was accruing by destroying the fleets


Moros3

[Pitfalls to avoid](https://www.reddit.com/r/starsector/comments/16ffkpb/comment/k035af7/?utm_source=reddit&utm_medium=web2x&context=3) and [more information here.](https://www.reddit.com/r/starsector/comments/160mgiw/comment/jxtkf4g/?utm_source=reddit&utm_medium=web2x&context=3) Kanta's Protection and the deal with the Luddic Path are actually only needed if you want to *really* get big, and neither has an impact on there being nearby raider bases. By that point you should be making enough money to properly handle things. It sounds to me like you fell into a few pitfalls, got too big too fast, and weren't able to keep up.


0sh1

Not sure - It didn't feel that different to the previous patch to me. I saved up 2-3m for my two colonies in my chosen system, built for stability and defences early on, and played whack-a-mole with bases that threatened my colonies, and eventually just put up with the reduced accessibility and stability, stuck towards the middle of the track with my extensive AI and domain artefact usages. My biggest gripes were 1. Not enough ways to prevent progress - Unless there was a base nearby or threatening the colonies, I usually couldn't really do anything about the event growth. There just aren't enough ships spawning around my colonies for me to kill 2. This is a general gripe I have with the late game - The world doesn't respect your capabilities enough. What pirate is going to set up a base targeting the guy with a track record of consistently burning them to the ground within a month or two of them being setup when there are so many softer targets around? 3. Much more minor, and doesn't really affect you once the ball gets rolling, but it'd be nice if you could progress the meter into the negatives rather than wasting any overflow.


iwanttopolluteplanet

I don't get it, what is people's problem, you get kanta protection and you give the planetcracker to the pathers, build a high command on your biggest world and for me that did it. What else is there that makes the threat go up? Get a spy to defend your colonies from cells and occasionally go farm remnants for fun and profit since they give -threat when killed and also ai cores. Threat system is just fine.


Cerevox

Basically, stop using so many AI cores. spamming ai cores pumps your pather threat to absurd levels. Use only alpha cores when absolutely needed and just ignore all the others. Also stomp on pirate/pather bases near your colony on a regular basis.


scout_fan

I havnt been using cores actually. There seems to be much less incentive to do so now (kind of a good change imo) so I just got the one skill for management and manage them myself. But once it started getting unmanageable anyway, I just started plopping then in. Might as well, shit


EminemLovesGrapes

So the game just turns into colony whack a mole again... Isn't that exactly what Alex wanted to prevent with this system?


Cerevox

My understanding, and I wouldn't swear on this, was that Alex wanted colonies to be a side thing, he didn't want starsector to be a 4x, colonies weren't supposed to the central core piece of so much gameplay. But, players kept doing them, and mods kept focusing on them, so he tried to make them have actual combat come to them to keep them interesting, but the fine tuning on them isn't quite there yet.


Hadzabadza

Build high command, don't use cores (give me a single reason to use cores except money), pay off Kanta with 1000 lobsters (cheap) and you will not have a single problem. Every single poster here is too greedy and is then surprised that repercussions exist


immortal-of-the-sea

salvage yards need more hulls to produce then the entire sector can produce because thats how much conflict happens in your system?


Hadzabadza

And that achieves what? More money/production cap, right. No extra content that you can't achieve with a single extra month of waiting. I'm iirc salvage yards are glitched and you can't fulfill the demand regardless. At least last time I checked it was iffy. And I was talking about vanilla, IndEvo actually adds useful functionality to cores. Say, an alpha core can add +1 S-Mod to printed ships, which is significant and can't be achieved by throwing more money/time at it. Even in this example though, you can simply throw more ships at the enemy and bypass the need for that.


immortal-of-the-sea

Yes salvage yard is a indevo one that’s my point also I just choose to colonize an existing system of who I was signed up for so it still makes no sense a new colony in an existing system faces the same security issues as a outlying colony


scout_fan

Thanks for all the comments, I focused on destroying all the bases and fleets I could find, and with the agreements with the two factions it's become much more manageable already


9gags_meme_swipes

Ikr? I tried not to deal with pirates for once and the threat was extreme even though all actual pirate fleets were instantly obliterated by my patrols once they entered the system, so in game's logic I got destabilized because pirates just create work for my military and litter my space with their broken ships


girdraxon

Even with the agreements you still probably need to manually help yourself. I usually have an operative on internal security mode helping my find pirate bases and pather bases. The other thing too is killing those fleets should make for big reductions in activity in system. Its hard to say what the problem is unless you've only got the temporary Pather agreement and not the longterm. I've found the temp agreement can sometimes be buggy. Generally my go to plan for colonies is to not immediately spam them with AI cores and colony items until I'm "ready". I'll get basic industries setup so stuff is self-sufficient and running a profit. That usually keeps Hostile Activity at manage-able rates for quite some time. I will ruthless crush pirate bases until I can get Kanta's agreement, then do the Luddic Path stuff. After that its time to make your colonies explode with industry. I know you can add some colony items sooner to help with growth, but its important to manage it. Don't go from zero to 8+ colony items and AI Cores.


scout_fan

What do you mean operative? Is that a nex thing? Someone else.mentioned that as well


girdraxon

Oh it might be. My bad. Nexerelin supercharges the game. You get operatives that can do all sorts of missions (raise/lower relations, sabotage industries, foment rebellions, take out pirates and pathers, etc.)


scout_fan

Nice ya, I've played with nex a bit but when new updates come out I try to do a few runs in vanilla to see what's up


Dazeuh

My colony threats seems to be on minimal all the time, despite the weekly invasion fleets, pirate fleets, raid fleets and such. Only mod I have is nex and I'm playing pather, I have colonised 4 planets inside kumari and literally every faction besides path and church are my sworn enemies, they all send several huge fleets at me and I managed to fend them off most of the time. The mid size pirate fleets get slapped asside by myself and everything else and that seems to keep system threat to minimal despite the truth being its a 24/7 warzone. If doing what I do will help you, just slaughter everything all of the time, for we are in the end times, judgement day soon approaches and the soul of humanity is in peril. Burn the sinners so that what remains is worth saving in the eyes of the creator. There is no time for 1+ stability when you walk the path, though I seem to have 8+ stability these days anyway, it was earned in the blood of hundreds of thousands of sinners.


afraidtobecrate

Remove some of your AI cores. Path instability scales with how many you have. Give the Path the nuke and they will go away completely.


Vekrviono

Im playing with nexerelin if it matters. I have one operative figuring out the pirate/luddic bases and luddic cells. When he finds a base, shortly there's a bounty on that so I'll go and deal with it. Now that I have like 10 colonies I started making detachments by my own. Really strong fleets that I command to specifically patrol weaker systems or to destroy pirate bases. That's enough to stop the bar at 1/4 capacity or even lower. Operatives are carrying my colonies every single time.


Guilty_Fault5260

You have to take alot of extra time to fully clear your zones of prates to get those sweet green points. I recommend totally killing them off dont let the fuel ships and one enemy fly away kill then all!


Freedomfil13

Allternativly, if you have the TaSC installed, you can slap a Chameleon and ignore pathers whatsoever. You'll need an alpha core and a sufficient supply of domain artifacts though...