Interesting game, but:
- Having combat be on a separate map makes it tedious and annoying. Faction doesn't like you and you want to go through their space? Fight 10 meaningless battles. Massive letdown here. No grand chaos of space where you try to dodge pirate's missiles to get to port, instead if they touch you you are locked into a fight with them. Also falls into the same problem I have with Total War where you quickly max your fleet to the limit and never really get to appreciate small-scale maneuvers or tactics, it's all just about having a lot of ships and dogpiling in.
- The economy is basically irrelevant. Tariffs mean you can't make money off anything (at least not in a time-efficient manner). Combat isn't really much of a payoff (for some reason captured hulls are worth jack shit in this game despite them supposedly being super hard to replicate without blueprints and ancient technology). Instead all you do early on is fly around waiting to see missions that pay 75k-225k for 2 minutes of work.
- Almost as soon as you colonize a planet the economy becomes more irrelevant. Like, planets just print money. Build everything for infinite money. At least that's pretty much what happened to me. Factions all sent fleets to attack my planets (even though I had near-max relations with lots of them), but those fleets were then destroyed by my planetary defenses without me lifting a finger.
Don't know if there's actually a story or goal I'm supposed to pursue but I'm sitting on 1.5M credits and it feels like there's nothing to do. I've explored and fought a bunch of the remnants but there doesn't seem to be anything worthwhile to get out of it other than hoping a blueprint or AI module drops (still haven't found an Alpha AI).
So, regarding colonies, anyone got any pointers? I established one on a rather decent 75% world but of course I'd like to expand to one of those tasty ultra rich volcanic worlds for the minerals, is there a specific build order to make those turbo-inhospitable worlds viable?
What matters most for mining is whether the world has ores (or rare ores, or organics, or farmland) at all. The production equation takes the colony size and other things like administer modifiers into account so really being rich vs. poor doesn't matter terribly much. An ultra-rich world (+3 to mining) will be offset by 2 more population and +1 production from an administer with the relevant perk. So you can see how getting a high-pop colony w/ all 4 resources (well 5 if you count the ruins) is more important than getting a colony because it is ultra-rich in one resource, the former is going to be producing a sum total of 30+ resources very quickly while the latter is left in the dust. Since hazard affects both growth rate and maintenance cost you want a good 100%ish planet IMO.
What I did was put a manufacturing center for everything on a 100% hazard gas giant (later a barren planet in the same system as well) in an unclaimed sector in the core worlds for the accessibility. They just bought their inputs from the local market, processed them and resold for massive profits. From there my next colony was a 75% hazard w/ all 4 mining sources. Though honestly I'm not sure accessibility matters that much, colonies rather far from the core still have high values there just from being a free port and having a megaport, I'm just telling you what I did. Point is that you should be rolling in dough with some time and investment. Those two colonies established on literally worthless land right next to all the other factions' colonies control around 25% of the market each on most high-tier goods.
I'm not sure if there exists a way to prevent constant raids on you. The first one raided me because I had free port on. I turned it off, the next one raided me because I had too high of a market share, at which point I said fuck it and just build all the defenses to max.