Settlement Startup Guide

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Be advised, due to multiple major updates to the settlement system, this guide may be outdated in many major areas, as the primary contributor is no longer actively seeking and updating this guide. Of note, pirate strength has been increased, and the introduction of settlement events.
--Jcheung (talk) 02:37, 3 September 2016 (CEST)


please be advised that this is an ongoing work as of march 26, 2013

these lines will be removed when the guide is near completion

please direct any queries to captain jcheung ingame

HELP!!

We are looking for people who know something about settlements and can provide constructive criticism.

If you can help, or know someone who can, drag them here and let them play bait for the hungry piranhas ask them nicely to help. It's OK if they don't want to we have a moonlight slaver on our side that will make them want to. We have cookies, cake, ice cream, bananas, watermelons, whips, swords, knives, candy, and for you creepers booze.


Contents

Let's get started!

So you want a settlement? Well, since i assume you have your hubs or know how to get them, the first thing you want to do is pick out where you want your settlement. Head on over to Descarte and dock at San Ferran. Speak to Ellie Durant, and you should see something like this:

Settlicense.jpg


Here, you can view how many licenses are available at each location that can support a settlement, and the cost to purchase a license at each location. Keep in mind that each available location can have a maximum of 5 (five) settlements. You may only hold one license at a time, so if you want two settlements, you have to buy and use the licenses one at a time.

Unpacking your settlement

After you have bought your license, simply fly to the planet listed on the license and you should see this:

Settunpack.jpg

Keep in mind that you will need ALL five settlement hubs in order to deploy your settlement.


Next, name your settlement.

First look

After you have docked at your settlement, you will see something like this [but only holding a joes, CS, lower tech level, and lower tax rate]:

Settlementprom.jpg

Let's go! Start your management!

Settlement Control

Now, this is where you should pause for a moment and look around. Don't worry, nobody will try to poke holes into your nice, new settlement until you get to level 3 (three). Let's look around, shall we?

Settlementoverview.jpg

Anyhow, until i get around to modifying the image, the important buttons are all clustered on the bottom of the picture/screen

We start here with 5 (five) building slots, 5,000 energy, 5 staff slots, and a whole lot of confusion.

'Overview'

Here, you may view a short summary of what's going on, from energy to staff, where your money is coming from, and some other stuff.

Overview.png

Settoverview.jpg

Settlement Finances

At some point you'll notice that settlement buildings consume credits every day, so to start, you may want to deposit a million or two.Contracts also take their funds from this bank as well

Settlemetntfinances.jpg

Settlement Settings

In this area, you may do the following:

  • Change the docking fee
  • Decide if you want your settlement to be open to everyone or just a select few
  • See if your settlement is in lockout mode
  • Change your tax rate
  • Wrap up your settlement- if you choose to do so, keep in mind that you may only wrap up a single settlement for free, and the hubs will be destroyed.

Settlementsettings.jpg

'Commercial'

Commercial.png

'Industrial'

Industrial.png

'Research'

Let me start off by saying that this area is NOT, I repeat, NOT the area where you actually spend SRP and advance your settlement.

Research.png

Settlementresearch.jpg

I feel that it is important enough to state once again that this is NOT the place to go to do research!

'Defence'

In this location, you will find it necessary at some point to equip a weapon, and possibly a shield.

Defense.png

Settlementdefence.jpg

Useful buttons

I say useful, I mean if you don't learn at least the first four sections, you are in for a world of headaches.

Settlement Staff

Section 1:

Here, you will be able to:

  • Assign/remove staff to/from your settlement
  • View SPS value
  • View salary

*images to follow, eventually*

Commercial Contracts

Section 2:

Here, you will be able to:

  • Buy contracts to stores
    • Ashar, CSTS, Wesbec, etc
  • View which contracts are active
  • Cancel contracts

Research Dept

Section 3:

This is where you perform research. You may also view your SRP generation per day, and any SRP generation modifiers.

*images to follow*

Tech

The higher your Tech level, the more stores will offer at your settlement!

Level 1: Cost-5,000 SRP | Effect: +1 Tech level

Level 2: Cost-10,000 SRP | Effect: +1 Tech level, plus above

Law

As far as I know, Law levels only affect the price that Joes will buy your goodies at.

Level 1: Cost-1,000 SRP | Effect: +1 Law level

Mining ore

Increase to the amount of ores certain buildings produce

Level 1: Cost-7,000 SRP | Effect: +factor of 1/hr

Mining gas

Increase to the amount of gas certain buildings produce

Level 1: Cost-6,000 SRP | Effect: +factor of 1/hr

Farming flora

Increase to the amount of floral substances certain buildings produce

Level 1: Cost-5,000 SRP | Effect: +factor of 1/hr

Commercial contracts

Increases the maximum amount of contracts you may hold at any time

Level 1: Cost-1,500 SRP | Effect: +1 max contract

Settlement base generator

Upgrades to your settlement generator so that you have more energy to work with.

Level 1: Cost-2,000 SRP | Effect: +10,000 base Energy production

Level 2: Cost- SRP | Effect: +15,000 base Energy production, plus above

Level 3: Cost-10,000 SRP | Effect: +20,000 base Energy production, plus above

Settlement defence

Misleading name, each level increases your settlement HP

Level 1: Cost-1,000 SRP| Effect: +10,000 settlement HP plus above

Level 2: Cost-5,000 SRP| Effect: +10,000 settlement HP plus above

Level 3: Cost-10,000 SRP| Effect: +20,000 settlement HP plus above

Level 4: Cost-15,000 SRP| Effect: +x0,000 settlement HP plus above

Level 5: Cost-20,000 SRP| Effect: +x0,000 settlement HP plus above

Level 6: Cost-25,000 SRP| Effect: +x0,000 settlement HP plus above

Level 7: Cost-30,000 SRP| Effect: +x0,000 settlement HP plus above

Level 8: Cost-35,000 SRP| Effect: +x0,000 settlement HP plus above

Level 9: Cost-40,000 SRP| Effect: +x0,000 settlement HP plus above

SRP bonus

This research increases the rate of SPS gathering by a small %

Level 1: Cost- SRP | Effect: +1% research rate

Level 2: Cost- SRP | Effect: +2% research rate, plus above

Level 3: Cost-5,500? SRP | Effect: +3% research rate, plus above

Level 4: Cost-7,500 SRP | Effect: +4% research rate, plus above

Tourism bonus

Level 1: Cost- ~5k SRP | Effect: +1% to Settlement Income from structures

Level 2: Cost- 15,000 | Effect: +2% to Settlement Income from structures plus above

Level 3: Cost- 25,000 | Effect: +3% to Settlement Income from structures plus above

Level 4: Cost- 35,000 | Effect: +4% to Settlement Income from structures plus above

Level 5: Cost- 45,000 | Effect: +5% to Settlement Income from structures plus above

Settlement upgrade

In order to upgrade your settlement, you need to, well, upgrade it.

Level 3: Cost-30,000 SRP Other: 35 staff and 10,000 settlement HP

Level 4: Cost-65,000 SRP Other: 40 staff and Contracts Fully researched

Level 5: Cost-85,000 SRP

Level 6: Cost-250,000 SRP Other: Way too much stuff

Gleso Research

Level 1: Cost-? SRP| Effect: +1 Gleso factory slot

Level 2: Cost-? SRP| Effect: +1 Gleso factory slot plus above

Level 3: Cost-? SRP| Effect: +1 Gleso factory slot plus above

Level 4: Cost-? SRP| Effect: +1 Gleso factory slot plus above

Level 5: Cost-10,000 SRP| Effect: +1 Gleso factory slot plus above

Settlement Expansion Unlock

Level 1: Cost-? SRP| Effect: +1 Settlement building slot

Defence training

Settlement defence training requires weaponry to be installed in the Settlement Defence Slots.

Level 1: Cost-3,400 SRP | Effect: +5% (chance) critical OFFENCE damage modifier (I think it resets if you take a weapon off, I need to test that again)

Other research topics

there's more, like the ones for sett repairer... don't know their names.

Settlement Combat

Section 4:

This section isn't critical, but if you don't take a look, you won't know what you've gained or lost when pirate attacks strike.

Settlement Log

Settlement Bio

Other stuff

Other information that you may like to know

Settlement Lockout

Any time you PLACE a building, your settlement will not allow you to REMOVE any building for a span of 4 (four) hours.

Settlement Terms

Sett jargon

SRP

Short for Settlement Research Point, this is needed to advance your settlement, and are produced by 'Research' type buildings

SPS

Short for Skill Points Score, it roughly boosts research by 2% every 400 SPS you have. The % appears to cap itself at 12%.

SWP

Short for Settlement Wrap-up Point, you may use one of these to close out your settlement instead of waiting for pirates to ravage it. You get one free with the creation of your account. It appears that the Official Store does not carry them at this time.

HSS

Short for High Speed Seeker, an offensive weapon you may find below.

Offense

Used to refer to the amount of firepower a settlement has, the higher the offense rating, the less damage a settlement takes in an attack {unconfirmed}

Ticks

The times when things happen

Settlement Farm/Mine - xx.40 - every hour

Settlement staff salary - 17.10 - every day

Settlement research - 20.10 - every day

Settlement structures

A list of all those lovely buildings that a settlement needs to run

Settlement Energy

These buildings produce energy for you to run your other buildings and defenses.

You may only have up to 3 (three) of these buildings equipped at any time.

It is my advice that you skip Cygnus 3, Novagen 1, Novagen 3, Deimos 1, Deimos 2. As in never buy them unless you have no other option.

Name Level Energy Running
costs
Store
Cygnus Power
Generator V1
1 15,000 u 1,000 cr JR Galactic
Cygnus Power
Generator V2
2 30,000 u 2,000 cr JR Galactic
Cygnus Power
Generator V3
3 50,000 u 3,000 cr JR Galactic
Cygnus Power
Generator V4
3 85,000 u 4,000 cr JR Galactic
NovaGen Mk1 4 150,000 u 4,500 cr PM
NovaGen Mk2 4 210,000 u 6,500 cr PM
NovaGen Mk3 5 280,000 u 6,500 cr PM
NovaGen Mk4 5 360,000 u 7,500 cr PM
Deimos Fusion
Gen V1
6 450,000 u 30,000 cr PM/Official
CE Store
Deimos Fusion
Gen V2
6 580,000 u 50,000 cr PM/Official
CE Store
Deimos Fusion
Gen V3
6 715,000 u 70,000 cr PM/Official
CE Store

Settlement Housing

These buildings give your staff a place to call home.

You may only have up to 4 (four) of these buildings equipped at any time.

Basic Housing

Name Level Energy
Consumption
Running
costs
Staff
Housing
Store
Settlement Housing
Unit 1
1 7,000 u 750 cr +10 JR Galactic
Settlement Housing
Unit 2
2 20,000 u 1,500 cr +15 JR Galactic
Settlement Housing
Unit 3
3 30,000 u 2,500 cr +18 JR Galactic
Settlement Housing
Unit 4
3 20,000 u 3,500 cr +20 JR Galactic
Settlement Housing
Eden 1
5 40,000 u 3,000 cr +35 PM
Settlement Housing
Eden 2
5 65,000 u 6,000 cr +60 PM

Expanse Housing

Name Level Energy
Consumption
Running
costs
Staff
Housing
Store
Utopian
Housing V1
1 24,000 u 1,000 talas +10 PM
Utopian
Housing V2
2 50,000 u 2,000 talas +15 PM
Utopian
Housing V3
3 75,000 u 3,000 talas +20 PM/Official
CE Store
Utopian
Housing V4
4 100,000 u 4,000 talas +25 PM/Official
CE Store

Settlement Research

These buildings produce SRP, the first three are the 'basic' buildings, and the last three require the 'basic' buildings to add a modifier to overall SRP generation.

You may only equip up to 3 (three) of the 'basic' buildings at any time

You may only equip 1 (one) University at any time


Basic Research

Name Level Energy
Consumption
Running
Costs
SRP
Generation
Store
Research
Laboratory
1 20,000 u 1,000 cr 100 SRP JR Galactic
Research
Center
2 35,000 u 2,000 cr 250 SRP JR Galactic
Advanced
Research
Center
3 50,000 u 3,000 cr 575 SRP JR Galactic

University

Name Level Energy
Consumption
Running
Costs
SRP
Generation
Staff Attraction
Value
Store
Settlement
University
Basic
4 20,000 u 1,500 cr 500 SRP 5x
Type 7
500 PM
Settlement
University
Medium
5 35,000 u 2,000 cr 750 SRP 10x
Type 7
750 PM
Settlement
University
Advanced
5 50,000 u 2,500 cr 1,100 SRP 15x
Type 7
1,100 PM

Settlement Weapons

Filler text

Offensive Weaponry

Adds offense to your settlement, equipped in a 'defense' slot.


Types of Weaponry

Offensive Missiles

Settlement Gun

Settlement Gun ADV

Settlement Artillery Adv

Name Level Energy
Consumption
Running
Costs
Max
Damage
Staff
Required
Weapon
Type
Store
Deathslinger 2 7000 1000 CR 890 11 x 1 Settlement
Gun
Player Made
Hammerstrike 2 8000 1050 CR 800 11 x 2 Settlement
Gun
Hoathlan
Enterprises
High Speed Seeker 2 2500 500 CR 400 12 x 1 Offensive
Missiles
Hoathlan
Enterprises
Orion Array 2 5000 950 CR 700 11 x 2 Settlement
Gun
Hoathlan
Enterprises
Orion Phaze Cannon 2 4000 900 CR 750 11 x 1 Settlement
Gun
Player Made
Roman Whistler 2 2600 600 CR 450 12 x 1 Offensive
Missiles
Hoathlan
Enterprises
WASP 2 2700 700 CR 500 12 x 2 Offensive
Missiles
Hoathlan
Enterprises
Black Dart SR Stealth
Missile
3 2800 800 CR 550 12 x 2 Offensive
Missiles
Hoathlan
Enterprises
Cryo Cannon 3 13000 1200 CR 1125 11 x 3 Settlement
Gun
Player Made
Kraken Medium
Missile
3 3000 1000 CR 650 12 x 3 Offensive
Missiles
Hoathlan
Enterprises
Lightning Claw 3 11000 1100 CR 890 11 x 3 Settlement
Gun
Hoathlan
Enterprises
Multistage Longbow
Missile
3 2900 900 CR 600 12 x 2 Offensive
Missiles
Hoathlan
Enterprises
R.A.V.E.N 3 14000 1200 CR 975 11 x 3 Settlement
Gun
Hoathlan
Enterprises
Synchronous Phaser
Array (PM)
3 10000 1100 CR 1000 11x3 Settlement
Gun
Player Made
Black Dart LR Stealth
Missile
4 3100 1100 CR 700 12 x 3 Offensive
Missiles
Hoathlan
Enterprises
Hellhammer 4 19000 1400 CR 1345 11 x 3 Settlement
Gun
Player Made
LS-1 Dualwarhead
Missile
4 3200 1200 CR 750 12 x 3 Offensive
Missiles
Hoathlan
Enterprises
Quad Multicannon 4 20000 1400 CR 1275 11 x 4 Settlement
Gun
Hoathlan
Enterprises
Soul Ripper 4 16000 1300 CR 1290 11 x 3 Settlement
Gun
Player Made
Thors Hammer 4 17000 1300 CR 1150 11 x 3 Settlement
Gun
Hoathlan
Enterprises
Devils Hammer 5 22000 1500 CR 1480 11 x 3 Settlement
Gun
Player Made
Penetrator 1 5 3300 1200 CR 800 12 x 3 Offensive
Missiles
Hoathlan
Enterprises
Photonic Cannon 5 23000 1500 CR 1340 11 x 4 Settlement
Gun
Hoathlan
Enterprises
F.A.N.G. Cannon
Rev 1
6 5000 1000 CR 1500 N/A Settlement
Gun Adv
PM/[ Official
CE Store]
F.A.N.G. Cannon
Rev 2
6 7000 1000 CR 2000 N/A Settlement
Gun Adv
PM/[ Official
CE Store]
F.A.N.G. Cannon
Rev 3
6 9000 1000 CR 2500 N/A Settlement
Gun Adv
PM/[ Official
CE Store]
F.A.N.G. Cannon
Rev 4
6 11000 1000 CR 3000 N/A Settlement
Gun Adv
[ Official
CE Store]
HELLCAT Mk1 6 5000 1000 CR 1000 N/A Settlement
Artillery Adv
PM/[ Official
CE Store]
HELLCAT Mk2 6 7000 1000 CR 1500 N/A Settlement
Artillery Adv
PM/[ Official
CE Store]
HELLCAT Mk3 6 9000 1000 CR 2000 N/A Settlement
Artillery Adv
PM/[ Official
CE Store]
HELLCAT Mk4 6 11000 1000 CR 2500 N/A Settlement
Artillery Adv
[ Official
CE Store]


Expanse Weapons

Name Level Energy
Consumption
Running
Costs
Max
Damage
Staff
Required
Weapon
Type
Store
Coalition Light
Pulse Cannon
2 30000 1000 T 900 22 x 2 Settlement
Gun
Player Made
Stellar Flame 2 30000 1000 T 550 17 x 2 Offensive
Missiles
Player Made
Kosh Beam 3 40000 1000 T 1400 22 x 3 Settlement
Gun
[ Official
CE Store]
Particle Rail Cannon 3 40000 1000 T 1200 22 x 3 Settlement
Gun
Player Made
Raptor Repeater 3 40000 1000 T 750 17 x 3 Offensive
Missiles
Player Made
Sandman Missile System 3 40000 1000 T 850 17 x 3 Offensive
Missiles
[ Official
CE Store]
Dark Energy Cannon 4 50000 1000 T 1400 22 x 4 Settlement
Gun
Player Made
Guardian Defense Gun 4 50000 1000 T 1600 22 x 4 Settlement
Gun
[ Official
CE Store]
Shadow Ripper
Missile System
4 50000 1000 T 950 17 x 4 Offensive
Missiles
[ Official
CE Store]
Valkyrie Assault Missile 4 50000 1000 T 850 17 x 4 Offensive
Missiles
Player Made
Grim Haldrin 5 60000 1000 T 1800 22 x 5 Settlement
Gun
[ Official
CE Store]
Ion Storm
Cluster Missile
5 60000 1000 T 900 17 x 5 Offensive
Missiles
Player Made
Peace Keeper
Missile System
5 60000 1000 T 1100 17 x 5 Offensive
Missiles
[ Official
CE Store]
Tachyon Burst Cannon 5 60000 1000 T 1600 22 x 5 Settlement
Gun
Player Made
Defensive Weapons

Adds Defense to your settlement, equipped in a 'defense' slot.


Types of Weaponry

Defensive Missiles

Name Level Energy
Consumption
Running
Costs
Max
Damage
Staff
Required
Weapon
Type
Store
Reaper Missile 2 1300 500 CR 300 12 x 2 Defensive
Missiles
Hoathlan
Enterprises
Blue Streak 3 1400 600 CR 350 12 x 2 Defensive
Missiles
Hoathlan
Enterprises
Single Quad
Cluster Missile
3 1500 700 CR 400 12 x 2 Defensive
Missiles
Hoathlan
Enterprises
H.A.I.C 4 1600 800 CR 450 12 x 3 Defensive
Missiles
Hoathlan
Enterprises
Tachyon Beam
Accelerator
4 1700 900 CR 500 12 x 3 Defensive
Missiles
Hoathlan
Enterprises
Sword of Damocles 5 1800 1000 CR 550 12 x 3 Defensive
Missiles
Hoathlan
Enterprises

Expanse Defenses

Name Level Energy
Consumption
Running
Costs
Max
Damage
Staff
Required
Weapon
Type
Store
Naristro Defender 2 30000 1000 T 400 18 x 2 Defensive
Missiles
An Alien
Store
NarTech Protector
Missile
3 40000 1000 T 500 18 x 3 Defensive
Missiles
An Alien
Store
Starstreak XIII 3 40000 1000T 600 18 x 3 Defensive
Missiles
[ Official
CE Store]
Terran Legacy
Missile
4 50000 1000 T 700 18 x 4 Defensive
Missiles
[ Official
CE Store]
Vindicator 4 50000 1000 T 600 18 x 4 Defensive
Missiles
An Alien
Store
Scylla Surface
Missiles
5 60000 1000 T 850 18 x 5 Defensive
Missiles
[ Official
CE Store]
Solar Horizon 5 60000 1000 T 750 18 x 5 Defensive
Missiles
An Alien
Store
Ground Support Weapons

Adds Ground Support to your settlement, equipped in a 'ground support' slot.


Types of Weaponry

Ground Support Gun

Ground Support Missile

  • imaginary table


EWS will add 5% to Offense, Defense, Ground support (either all three or just defense..? unconfirmed) per level of the research 'Battle Readiness'

Name Level Energy
Consumption
Running
Costs
Staff
Required
Weapon
Type
Store
Early Warning System 3 12000 2000 CR 8 x 4 Settlement EW Hoathlan
Enterprises
Early Warning System SI-1 4 10000 1500 CR 8 x 5 Settlement EW Player Made
Settlement Shields

Please note that shield systems DO stack, for both capacity and recharge.

More to follow on the long side of eventually.

  • imaginary table*

Settlement Repair

Settlement Armour

Settlement Income

These structures provide passive income each day with no effort from you at the cost of energy, a slot, and some credits that it offsets on it's own anyways.

For your benefit, I added in how much you actually get back after running costs.

Settlement Farm

farm small Energy Requirement: 28,000 / Income Per day: 18,493 Settlement Level Requirement: 3 Settlement Running Costs: 7,000 CR 11493 2.4362655529

med Energy Requirement: 39,000 / Income Per day: 36,986 Settlement Level Requirement: 4 Settlement Running Costs: 8,000 CR 28986 1.3454771269

lrg Energy Requirement: 52,000 / Income Per day: 55,474 Settlement Level Requirement: 5 Settlement Running Costs: 9,100 CR 46374 1.1213179799

Settlement Hotel

hotel small Energy Requirement: 38,000 / Income Per day: 23,425 Settlement Level Requirement: 3 Settlement Running Costs: 9,300 CR 14125 2.6902654867

med Energy Requirement: 45,000 / Income Per day: 45,616 Settlement Level Requirement: 4 Settlement Running Costs: 9,900 CR 35716 1.2599395229

lrg Energy Requirement: 67,000 / Income Per day: 69,041 Settlement Level Requirement: 5 Settlement Running Costs: 11,200 CR 57841 1.1583478847

Settlement Hospital
Hospital size Energy req Daily income Set. Level Daily cost Net income
Small 41000 30822 3 9900 20922
Medium 65000 59178 4 11000 58078
Large 86000 88767 5 13200 75567
Settlement Office Block
Office size Energy req Daily income Set. Level Daily cost Net income
Small 31000 24658 3 8600 16058
Medium 49000 49315 4 10500 38815
Large 70000 73973 5 12100 61873
Settlement Shopping Center

Hands down the most efficient group. However, they do need a bit more energy to operate.

Shopping size Energy req Daily income Set. Level Daily cost Net income
Small 51000 44384 3 15400 28984
Medium 67000 87534 4 16200 71334
Large 87000 131918 5 17100 114818

Settlement Shields

Please note that shield systems DO stack, for both capacity and recharge.

More to follow on the long side of eventually.

Settlement Resource

Tourism Attraction

Special & Other Settlement buildings

Settlement Hubs

These Player-crafted items are the basis of a settlement - you put them together, and you have a settlement!

Settlement Hub Part 1-5 share the same information, apart for their names.


Settlement Hub Part 1 (1 of 5)

The placement of a Settlement requires the following :

A licence is required for the Planet you wish to create a Settlement upon. Without a valid licence you will NOT be able to place the Settlement.

A complete set of Settlement Hub parts 1 to 5. These must be IN your ships stores at the time of settlement placement.

Placing A Settlement

Having aquired the licence for the planet in question and ensuring you have all Five parts of the Settlement in your ships store simply orbit the planet.

You will then see a new Icon in the Navigation Toolbar. This is used for Settlement creation. Simply click this and follow the instuctions.

Level required: 25

Step-by-step guide

Be advised that this should be taken as a guideline to get to Level 3 (three) rapidly, you may alter this however you wish to suit your needs and/or budget.

There may (most likely) be things that can be done better, things that should be done better, and things that don't suit your style.

Be advised that the times for waiting for SRP generation WILL be drastically shorter if you have the 30% SRP Account Booster.

Before you start

  • With less than 7 days before you plan to place your settlement, pick up 20 staff with 60 SPS
    <If you cannot find staff with 60 SPS, grab 25-35 Staff with the highest SPS you can find.
  • Obtain your license
  • Obtain the buildings you will need, by purchase or by loan - I suggest you try to borrow as much as you possibly can. The following list is a guideline, you may choose to do differently, feel free to experiment.
  1. Level 1 equipment
    • Settlement Hubs 1-5
    • x1 Cygnus V1
    • x2 Settlement Housing Unit 1
  1. Level 2 equipment
    • x3 Cygnus V2
    • x2 Research Center
    • x1 Research Center (Optional) (total of 3){will shave off 10 (ten) days, 4 (four) with SRP Booster}
    • x1 Research Laboratory (Optional) {will shave off another 2 (two) days}
    • x1 Settlement Housing Unit 1
  1. Level 3 equipment
    • x3 Cygnus V4
    • x2 Settlement Housing Unit 4 (you may want more depending on your SPS score)
    • x1 High Speed Seeker (better have more or you will lose some battles)
    • Paladin Settlement Shield Rev 1 OR Settlement Repair System Ver 1 (I like the shield...)
    • 40+ Staff (x40 SPS 60 would do, more if your SPS score is below 2,400) {Please, only top off your staff with less than 7 days to your planned final placement; Else they will quit}
      • x1 Type 12 (HSS) (currently you might want to have more then 1 to place more then one defense, with one defense you will lose some battles )
      • x3 Type 6 (only if using Paladin)
    • x3 Advanced Research Center
    • Optional stuff to use the rest of your energy
      • More Housing
      • Resource production buildings
      • Settlement Income buildings
    • Other stuff I'm forgetting


The following 'Step's are simply what you can do each time you visit

Step one

Place your Hubs, name your Settlement!

Congratulate yourself, and maybe drop a notice in chat or the forums

  • Add 1,000,000 credits to the settlement bank to be safe
  • Add x1 Cygnus V1 (+15,000 u | 20,000/20,000 u)
  • Add x2 Housing 1 (-14,000 u | 6,000/20,000 u) (0/25 Staff)
  • Add x20 Staff (20/25 Staff)

Congratulations! You made it to Level 2 (two)!

  • Add x2 Cygnus V2 (+60,000 u | 66,000/80,000 u)
  • Add x1 Research Center (-35,000 u | 31,000/80,000 u) (+250 SRP | 250 SRP)

If, and only if you are doing this after 1600 (4:00 PM) game time and before 2000 (8:00 PM) and can be on 4(four) hours later OR you do not plan on being around the computer until after 2000 (8:00 PM) game time, you may choose to add the optional Lab.

Else, skip the Laboratory for now.

  • Add x1 Research Laboratory (-20,000 u |11,000/80,000 u) (+100 SRP | 350 SRP/D) (Optional Item)

Take a break, look around your settlement some more.

If you are capable of returning in 4 hours, then do so. Else, whenever you return is fine.

You may also, at this time, wish to add an Ashar office to your settlement and do a run or two. (Cost 1,000,000 for 90 days)

You may upgrade to a Wesbec office at level 3. (Cost 1,500,000 for 90 days)

Another thing that you may want to get is a CSTS so more people visit. Possibly. (Cost 2,500,000 for 24 months)

Step two

If you did not take the long break, or chose not to add the optional items, skip the next bullet.

Note that I have you remove everything together. This is because the Lockout condition is applied only when a building is placed, preventing any buildings from being removed.

  • Remove x1 Research Laboratory (+20,000 u | 31,000/80,000 u) (-100 SRP | 250 SRP/D) [removal will be after the 2010 GT mark if possible, else just remove it]
  • Remove x1 Cygnus V1 (-15,000 u | 16,000/65,000 u)
  • Add x1 Cygnus V2 (+30,000 u | 46,000/95,000 u)
  • Add x1 Research Center (-35,000 u | 11,000/95,000 u) (+250 SRP | 500 SRP/D)

Alright! Now, you hurry up and wait. Do some Ashar runs. Get some coffee.

Those of you who skipped getting the third research center may view this chart to see how long to wait before coming back for the upgrade to level three. Skip to Step Five and use those pretty brains.

The following chat assumes you followed my advice and picked up SPS 60 staff. It also assumes that day 1 is your first SRP tick, ever. And, the last assumption is that my math is correct and relevant.

Current SRP
Generation
SRP Generation
With 6%
SPS boost
Goal Wait time
With 6%
SPS_boost
Without SRP Booster 500 530 2,000 4 Days
120 left over
With SRP Booster 650 689 2,000 3 Days
67 left over

In other words, any way you go, take a 3-4 day break from managing your settlement. Explore it's other functions, and again, Ashar makes you money!

Step Three

This here is going to be real short and sweet.

  • Research 'Settlement Base Generator' (+10,000 u | 21,000/105,000 u) -2,000 SRP
  • Add x1 Research Laboratory (-20,000 u| 1,000/105,000 u) (+100 SRP | 600 SRP/D) (Optional Item)
Current SRP
Generation
SRP Generation
With 6%
SPS boost
Goal -leftovers (6%) Wait time
With 6%
Leftovers
W/o SRP Booster
and Laboratory
500 530 4880 10 Days
420 Left over
W/o Laboratory 650 689 4933 8 Days
579 Left over
W/o SRP Booster 600 636 4880 8 Days
208 Left over
With SRP Booster
and Laboratory
780 826 4933 6 Days
23 Left over

Take another break, relax. Maybe take an Aspirin or two after reading this overly-complicated chart. Come back when your time is up!

Step Four

Nice to see your still with me! This is where things really prepare for a long break.

  • Remove x1 Research Laboratory (+20,000 u | 21,000/105,000 u) (-100 SRP | 500 SRP/D) (Optional Item)
  • Research Settlement Base Generator (+15,000 u | 36,000/120,000 u) -5,000 SRP
  • Add x1 Research Center (-35,000 u | 1,000/120,000 u) (+250 SRP | 750 SRP/D)
Current SRP
Generation
SRP Generation
With 6%
SPS boost
Goal -leftovers (6%) Goal -leftovers (6%) +lab Wait time
With 6%
Leftovers
Wait time
With 6%
Leftovers +lab
W/o SRP Booster 750 795 30,580 30,421 39 Days 39 Days
W/ SRP Booster 975 1033 30,580 30,421 30 Days 30 Days

Step Five

Okay! Let's get you ready for Level 3, shall we?

Those of you choosing to use a shield have a couple options.

  1. Find a friend or someone else who can wield a S.C.O.T.T.Y settlement repair pod and have them use it. (jcheung has one)
  2. Buy/craft an overpriced Settlement Armour pack and slap that on.
  3. Strip off research buildings, strip off two power generators, pop on the housing, pop on the shield, wait a couple hours, and upgrade. Doing this will require you to do a little juggling, but cost you less credits/favors.

Everyone who chose options 1, 2, or have the repairer, read on. Option 3, you will be adding one less generator and dealing with housing at the last possible moment.

  • Remove x3 Research Centers (+105,000 u | 106,000/120,000 u) (-750 SRP | 0 SRP/D)
  • Remove x3 Cygnus V2 (-90,000 u | 16,000/30,000 u)
  • Add x1 Housing 1 (-7,000 u | 9,000/30,000 u) (20/35 Staff)
  • Add x15 Staff (35/35)
  • Research Settlement Defence -1,000 SRP
  • Research Settlement Level 3 Upgrade -30,000 SRP

Congrats on making it to Level 3! Step lively now, as the pirates should be knocking within the next 10-30 minutes.

(There is no built in grace period. First attack can occur in just seconds.)
  • Add x3 Cygnus V4 (+255,000 u | 264,000/285,000 u)
  • Add x3 Advanced Research Center (-150,000 u | 114,000/285,000 u)
  • Add x1 Paladin Settlement Shield Rev 1 (-12,000 u | 102,000/285,000 u) or x1 Settlement Repair System Ver 1 (-8,000 u | 106,000/285,000 u)
    • Shield goes in defence slot, repairer goes into building slot
  • Add x1 High Speed Seeker (-2,500 u | 99,500/285,000 u | 103,500/285,000 u)
    • HSS goes in defence slot
    • Place at least another HSS when you can since currently with one HSS you will lose some battles

Those of you who did shields before upgrade, take your break now, change your generators, and continue from here.

  • Add x1 Housing 4 (-20,000 u | 79,500/285,000 u | 83,500/285,000 u) (35/55 Staff)

Take five, brag, rejoice!

Step Six

Pretty much just some light housework here, you don't absolutely have to follow me any further, but hey, it won't kill you and open up some slots.

  • Remove x2 Housing 1 (+14,000 u | 93,500/285,000 u | 97,500/285,000 u) (35/35 Staff)
  • Add x1 Housing 4 (-20,000 u | 73,500/285,000 u | 77,500/285,000 u) (35/55 Staff)
  • Add 5 Staff (40/55 Staff)


  • Remove the last Housing 1 'eventually' and end up with 80,500 or 84,500 energy
  • Add optional extras, such as income, mines, etc.

Some of you may have noticed that changing housing ends up using more energy. Now you all notice it. I had you do this because it frees up a housing slot to ease your transition later into level 4 easier, since you will be needing x3 Housing 4's anyways. If, in the course of adding mines/income/etc you notice you desperately NEED up to 19k energy... Reverse the housing swaps. If you only need up to 13k energy, only replace one Housing 4 with a Housing 1.

End Notes

I'll get around to making everything into the right into nice pretty charts... Later.

Thank you for reading, i hope you left with what you were looking for.

If you have anything to contribute, or feel like you didn't understand something, please message captain 'jcheung' ingame. If available, he will apply the changes. If he is not available, please contact ... Ummm... Well, any volunteers?

Thanks to: Captain Jumper11550 - for assistance with gathering a vast amount of settlement structure information, as well as editing and some color effects.