Star Traders: Frontiers

Star Traders: Frontiers

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Millionaire Explorer Guide
By burnhj
How to generate $5-10M from Exploring in Ten Years
   
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SECTION 100 – Setup
110 - INTRODUCTION – Do you like raking in lots of cash? Do you LOVE Combat Crew Battles but HATE Ship Battles? Then Exploring might be right for you!

As an Explorer your objective is to amass a huge bank account as fast as possible through Exploration. You will want to completely avoid ship combat until you have the cash on hand to purchase a fully-loaded end-game starship. After filling your coffers with millions of Credits and purchasing your dream ship, you can pivot away from Exploration and play the game any way you wish.

111 - UNLOCKS – This build requires two important unlocks:

Expert Prospector - Unlocks the Prospector Starting Contact. This Unlock requires that you Explore 50 times on Difficulty Hard or higher in less than 5 years. This is easy for new players to achieve – simply start a new game, complete a few missions to earn some cash, then repeatedly Explore until the Unlock is earned.

Salvage Contractor – Unlocks the Reach Vindex Starting Ship. This Unlock requires that you Salvage 25 times on Difficulty Hard or higher in less than 10 years. This is also straightforward to achieve – start a new game with a Starting Contact that sells Salvage Rumors (Retired Explorer, Salvage Broker), complete a few missions to earn some cash, buy a Salvage Rumor, then repeatedly Salvage until the Unlock is earned.

120 – THE GOAL – By the start of Year 11 (220.01) you should have generate $5-10M in credits, allowing you to purchase the ship of your dreams.

130 – STARTING TEMPLATE – This build is specifically for a Melee Combat Crew Captain. With this build your Captain serves two functions on your team. First, the Explorer Captain Trait Overkeen doubles your chance of drawing Xeno Artifact cards while Exploring. Second, your Captain is the anchor of your Combat Crew Team, combining high Blades, high Stealth, and high Evasion on a nearly unhittable melee build.

A – ATTRIBUTES
  • Strength = 14
  • Quickness = 14 + 16 = 30
  • Fortitude = 14 + 16 = 30
  • Charisma = 14
  • Wisdom = 14 + 16 +2 = 32
  • Resilience = 14 + 4 + 1 = 19

B – SKILLS
  • +10 Blades
  • +5 Stealth

C – CONTACTS
  • #1 - Prospector – Offers Explorer recruits and can purchase Scientific Intel.
  • #2 – Court Scientist – Offers Scientist and can purchase Scientific Intel.
  • #3 – Fixer – Offers Black Market access, sells Specialist Gear, and can purchase Intel.
  • #4 - <<Your Choice>> – Any Starting Contacts of your choice, preferrable something that aligns with your end-game goals.


D – SHIP
  • Reach Vindex – The Reach Vindex is the best starting option because it has a huge fuel tank and it sells for a high price ($375K). Our goal is to switch out of this ship as quickly as possible.

E – EXPERIENCE
  • Useless – always an “E” priority for me.

140 – LAUNCHING THE GAME – Use the following settings when launching your game:

  • CHANGE MAP – Use any Map of your choice.
  • CHANGE FACTION – I recommend Javat for two reasons:
  • Faction-Specific Components such as the Resource Processor.
  • Higher chance to get important Crew Traits such as Diggermind.
  • CHANGE DIFFICULTY – Pick any difficulty of your choice. I typically play on HARD, because it allows for all Unlocks but is a bit more forgiving of minor mistakes than IMPOSSIBLE.
  • Click “YES” for MANUALLY ASSIGN TALENTS.
  • Skip the Intro if you want.
  • Prepare your captain’s appearance however you want.

150 – SCOUT THE MAP – Before you launch the game, you will want to Preview the Map for the following key features (see SECTION 800 for details for Default Map v2):

  • Wild Zones in your Starting Quadrant.
  • Urban Zones aligned with your Starting Faction that purchase Rare Trade Goods (RTG) in your Starting Quadrant.
  • Independent Urban Zones in all Quadrants that purchase Terrox Xeno Artifacts (TXA).
SECTION 200 – Starting Crew & Officers
210 – STARTING STANDARD CREW – After starting the game, land on a planet and make the following changes to your Standard Crew:

  • Dismiss 2x Gunners
  • Dismiss 1x Pistoleer
  • Dismiss 2x Soldiers
  • Dismiss 1x Swordsman
  • Add 4x Crew Dogs
  • Add 2x Gundeck Bosses (available at Military >6)
  • Add 1x Mechanics (available at Starport >7)
  • Add 1x Pilot (available at Starport >4)

Here are the recommended Talents for your starting Standard Crew:

  • 6x Crew Dogs – 6x Safety Protocols – SHIP OPS Skill Save.
  • 4x E-Techs – 4x Hotwire – ELECTRONICS Skill Save.
  • 2x Gundeck Bosses – 2x Snarling Judgment – INTIMIDATE Skill Save.
  • 2x Gunners – 2x Bullseye Certainty – TACTICS Skill Save.
  • 2x Mechanics – 2x Careful Testing – REPAIR Skill Save.
  • 3x Navigators – 3x Read Charts - NAVIGATION Skill Save.
  • 5x Pilots – 2x Expert Maneuver - PILOT Skill Save; 3x Sure Landfall – Lands efficiently on a World.

220 – STARTING OFFICERS – Here are the recommended Jobs & Talents for your Starting Officers. NOTE: Your Captain and your Doctor will become part of your Combat Crew. Your Engineer and Quartermaster will be replaced in the near future.

1x Captain – Explorer / Swordsman / Assassin

1x Doctor – Doctor / Combat Medic / Military Officer
  • Medical Staff (D1) – DOCTOR Skill Save.
  • First Aid (CM1) – DOCTOR Skill Save.

1x Engineer – Engineer / Commander / Military Officer
  • Aura of Command (C1) – COMMAND Skill Save.
  • Discerning Glance (C1) – Recruits gain improved Attributes.

1x Quartermaster – Quartermaster / Commander / Military Officer
  • Aura of Command (C1) – COMMAND Skill Save.
  • Discerning Glance (C1) – Recruits gain improved Attributes.
SECTION 300 – “Prove Your Charter” Rush: The First Half Year (210.03 – 210.29)
310 – MAIN STORY MISSION – COMPELLING PASSENGER
  • Deadline: 39 Weeks
  • Route: 1 Stop
  • Type: Planet Visit
  • Reward: N/A
  • This is the first mission assigned at the start of the game. It’s a simple one-way visit to the specified planet. Complete this mission as fast as possible.
320 – MAIN STORY MISSION – ARBITER ESCORT
  • Deadline: 39 Weeks
  • Route: 1 Stop
  • Type: Passenger Transport* (Does not require an available Passenger Cabin)
  • Reward: $10K
  • New Contact: Calagan Faen
  • Another easy mission. Although it’s a Passenger Transport Mission, it doesn’t require an open Passenger Cabin. Complete this mission as fast as possible before Week 20 (see below).

330 – “PROVE YOUR CHARTER” MISSIONS – For the first 18 weeks (210.03-210.21) your Starting Contacts will offer “Prove Your Charter” Missions. These are typically easy Planet Visit Missions in the starting Quadrant. Complete as many of these missions as you can before 210.21! They provide you with a bit of cash, build Faction Rep with your starting Faction, and don’t harm your Rep with the other Factions. I recommend prioritizing these missions in the following fashion:

  • Data Cube Delivery – HIGH PRIORITY – Quick and easy. Accept as many of as possible.
  • Passenger Delivery – MED PRIORITY – Buy additional Passenger Cabins as necessary.
  • Commodity Delivery – LOW PRIORITY – Ignore these missions unless you can easily purchase/haul these goods in one trip (<25 units, available for sale in the Starting Quadrant).
  • Multi-Quadrant Missions – NO PRIORITY – Jumping quadrants takes too much time; ignore these missions for now.

331 – MORALE BOOST vs REP BOOST – When you complete a mission you are typically give two choices:

  • “Spice Hall/Beer” / Morale Boost – Takes 2-5 days; provides a low Rep gain
  • “Official Palace Meeting” / Reputation Boost – Takes 5-10 days; provides a High Rep gain

In the early game I strongly recommend always selecting the “Spice Hall/Beer”/Morale Boost option. Because you can complete more missions in the same amount of time this option provides a similar amount of Contact Reputation but yields vastly more Cash and Contact Influence.

340 – REASONS TO RESTART THE GAME (!!!) – In the first 2-3 weeks of the game you might encounter two possible reasons to consider restarting the game:

1) Bad Mission Selection – Sometimes, your Starting Contacts offer exclusively difficult Commodity Delivery and Multi-Quadrant Missions. Poor mission choices in the early game will significantly stunt your rapid progress. I recommend a restart.

2) Unfavorable Conflicts – When you start the game your Starting Faction will already be engaged in two Conflicts, an Alliance Conflict and a Trade Ban Conflict. In the first 2-3 weeks several more Conflicts arise among random Faction pairs. If an unfavorable conflict appears involving your Starting Faction, you may want to restart the game. Unfavorable conflicts will make finding the right missions in the early game much more difficult. These Unfavorable Conflicts include Duel of Assassins, Trade Wars, Spy Wars, and Solar Wars.

350 – WRAPPING UP “PROVE YOUR CHARTER” – When the calendar hits 210.21 your Contacts will cease offering easy “Prove Your Charter” Mission. I recommend visiting every contact right before 210.21 and have them offer up as many “Prove Your Charter” Missions as possible. Even if you can’t immediately accept them, they’ll typically remain available under “Mission Offers” for a few more weeks. By doing this, you can keep running “Prove Your Charter” Missions through 210.29 and beyond.

360 – STATUS CHECK – END OF FIRST HALF YEAR (210.29) – By 210.29 you should have the following:

  • Reach Vindex with a few additional Passenger Cabins and no other upgrades.
  • The full crew outlined above (levels 4-6).
  • $100-150K in the bank.
  • ~100 Faction Reputation with your starting Faction.
  • 20-40 Personal Reputation with each of the four Contacts in your Starting Quadrant.
  • Completed the Compelling Passenger and Arbiter Escort Main Story Missions.
SECTION 400 – Saere Vento Mission Rush
410 – Starting the Second Half of Year One
Around 210.29 the “Prove Your Charter” Missions start to dry up. It’s time to start the next phase of the early game. To begin with, purchase the Rank 1 Edict from Calagan Faen for $1,000 and 6 Personal Rep. This will allow you to accept missions that require an Edict.

420 – MAIN STORY MISSION – AT FAEN COURT
  • Deadline: 1 Year
  • Route: Talk to Faen
  • Type: N/A
  • Reward: N/A
  • After you deliver the Arbiter, Calagan Faen wants to talk with you. In the Contact Screen, click on the box labeled “We should discuss further work with the Prince” to complete this mission.

421 – MAIN STORY MISSION – ARBITER NEUTRALITY
  • Deadline: 2 Years
  • Route: 3 Stops
  • Type: Passenger Transport; Spying (Optional)
  • Reward: $30K
  • The first step in this mission is to escort Arbiter Brokstrom to the home world of your Rival Faction. For the second step, you have two choices – either a simple Passenger Transport or a riskier Spying Run. I typically take the safe option. The final step is returning to Faen Court.

422 – MAIN STORY MISSION – DELAYED SETTLEMENT
  • Deadline: 3 Years
  • Route: 3 Stops
  • Type: Visits; Negotiation
  • Reward: ~$80K
  • New Contact: Saere Vento
  • The first step of this mission gives you a new contact, Saero Vento, who provides Warden Missions and high-level Navigator recruits.

430 – “ALLIANCE” MISSIONS – Warden Missions ignore Trade Bans but not Alliances, so they are great for generating early cash without incurring Faction Rep loss. These missions will also significantly boost your Starting Faction’s Conflict Score. Unfortunately, your Starting Conflicts will only last for between 1.5-2 years. Run as many “Alliance” Missions as possible until the Conflicts expire!

440 – UPGRADING YOUR NAVIGATORS – After the Alliance Missions run out, dismiss your current Navigators and replace them with high-level recruits from Saere Vento. Be sure to teach each one Skip Off the Void so you can avoid unwanted Ship Combat.


450 – STATUS CHECK – END OF YEAR TWO (212.03) – By 212.03 you should have the following:

  • Reach Vindex with several additional Passenger Cabins and Prison Cells.
  • The full crew outlined above (levels 8-10).
  • $600-800K in the bank.
  • 150-250 Faction Reputation with your starting Faction.
  • High Personal Reputation + Influence with each of the four Contacts in your Starting Quadrant.
  • Completed the At Faen Court, Arbiter Neutrality, and Delayed Settlement Main Story Missions.
SECTION 500 – Building Your Ship
510 – REPLACE YOUR ENGINEER – Before you purchase and upgrade your ship, it’s helpful to have a high-level Engineer/Mechanic. I recommend dismissing your current Engineer/Commander/Scientist with a high-level Contact recruit. It doesn’t matter what their starting job is – train eight (8) levels on Engineer and put the remaining levels into Mechanic. Make sure to teach the talents Assisted Installation to reduce component costs and Hard Bargain to reduce ship purchase costs.

520 – PICKING YOUR SHIP – Go to Calagan Faen and Promote Rank 1 to unlock Ship Purchases. You can pick any ship you want; however I recommend selecting a low-cost 5000M with 5x Officer Slots and 30x Crew Slots. My favorite is the Vrax Hauler. It has a huge Fuel Tank and 21 Total Component Slots. Here are the critical ship components you should start with. NOTE: Selling off your Reach Vindex will put an additional $375K in your coffers to spend on components.

VRAX HAULER
  • Cost: $395.2K (with 7% Hard Bargain discount)
  • Max Officers: 5
  • Max Crew: 30
  • Base Fuel: 100
  • Small Components: 10
  • Medium Components: 7
  • Large Components: 4

521 - LARGE COMPONENTS
  • <<N/A>>

522 - MEDIUM COMPONENTS
  • Barracks III -> Barracks IV [$42K/9 Days]
  • Increases your Crew capacity to 30.
  • Basic Medical Bay -> Resource Processor [$99K/1 Week]
  • Greatly increases your Exploration yields.

523 - SMALL COMPONENTS
  • Weapon Locker A1 -> Weapon Locker A6 [$329K/1 Week]
  • You want the best weapons for Crew Combat. You’ll need to find an Urban Zone with 10 Military to purchase this component.
  • Phoenix Lance -> Officer Cabin [$9K/4 Days]
  • Increases your Officer capacity to 5.
SECTION 600 – Building Your Crew
610 – COMBAT CREW – Once you’re in your new ship it’s time to start recruiting your Combat Crew. Make sure you have recruit boosting talents like the Military Officer’s Recruiter’s Eye and the Commander’s Discerning Glance.

Two Combat Crew Slots will be taken by your Melee Captain and Doctor Starting Officer. Your other two Combat Crew Members should be Soldiers recruited from Calagan Faen (See the builds below). NOTE: You’ll need to dismiss your Engineer Officer to make room for your Combat Crew Officers.

  • SLOT 1 – Explorer / Swordsman / Assassin (Sword + Stealth Armor) - CAPTAIN
  • SLOT 2 – Soldier / Shock Trooper / Exo Scout (Snubber + Heavy Armor)
  • SLOT 3 – Doctor / Combat Medic / Military Officer (Pistol + Heavy Armor) STARTING OFFICER
  • SLOT 4 – Soldier / Xeno Hunter / Bounty Hunter (Sniper Rifle + Normal Armor)
611 – HOW TO RECRUIT THE BEST SOLDIERS – Recruiting directly from a Contact, particularly into an Officer role, yields two benefits over recruiting from a Spice Hall: A) your recruits start at a High Level, and B) your recruits generally have better Attributes. You want your Combat Crew to have the BEST POSSIBLE Attributes and it’s worth spending a lot of cash to make this happen. When recruiting Soldiers, you'll want to recruit from Calagan Faen directly into an Officer Position. Make sure the Recruiter’s Eye/Discerning Glance talent is always available when recruiting Combat Crew! If you have sufficient money and Personal Rep with Calagan Faen, I recommend Recruiting/Dismissing Officers until you find ones that have ~150 Total Attribute Points (~25 per category) and as high Quickness/Wisdom as possible (these two Attributes determine Combat Initiative).

620 – SCIENTISTS – Travel to you Court Scientist Contact and recruit six (6) high-level Scientists. Teach them these talents:

  • Sample Analysis (S1) – Wild Zone landings have a chance to generate Sci Intel.
  • Experimental Treatments (S1) – DOCTOR Skill Save.
  • Genetic Sequencing (S8) – Combat Crew victory against Xeno produces Sci Intel.

Sample Analysis will allow you to generate copious amount of Scientific Intel in a short period of time by repeating landing and taking off from High-Danger Wild Zones.

630 – EXPLORERS – Sell Scientific Intel to your Prospector Contact until you can recruit Level 16 Explorers. Dismiss the Crew Members listed below and recruit twelve (12) Explorers to take their spots.

  • Dismiss 2x Crew Dogs
  • Dismiss 4x E-Techs
  • Dismiss 2x Gundeck Bosses
  • Dismiss 2x Gunners
  • Dismiss 2x Pilot
  • Add 12x Explorers

Teach your Explorers these talents:

  • Rarest Find (E11) – While Exploring replace a risk card with a RTG reward card.
  • Digging Deeper (E11) – While Exploring increase rewards by 30% + Explorer Skill.
  • Artifact Profiteer (E5) – When selling TXAa increase profit by 25% + Explorer Skill.
  • Gut Instinct (E1) – EXPLORE Skill Save.

640 – MERCHANT/SMUGGLER – Dismiss your Quartermaster / Commander / Scientist. Promote one of your Level 16 Explorers, preferrable one with a bonus to Negotiation Skill, to the recently vacated Officer Slot. Train this officer Level 8 Merchant and Level 5 Smuggler, then teach them the following Talents:

  • Righteous Profits (M8) – When executing an Exchange Trade over $5,000 increase profit by 10% + Negotiation Skill.
  • Bootleg Profit (S5) – When executing a Black Market Trade over $5,000 increase profit by 20% + Negotiation Skill.
  • Forged Permit (S5) – Reduces the hostility of Military Officers, Zealots, and Spies.
  • Faked Signature (S5) – Reduces the hostility of Bounty Hunters.
  • Illicit Notoriety (S1) – When accessing the Black Market access at one Level higher.
  • Backroom Deal (S1) – When accessing the Black Market replace a risk card with an Access Card.
SECTION 700 – Exploration Runs
710 – EXPLORATION PHASE 1 – Pick a Wild Zone and start your Exploration Runs. Use the Talent Rarest Find ever round until it’s unavailable. If the Zone runs out, move to a different zone. When your talents run out, go to your local Black Market and dump your goods.

720 – EXPLORATION PHASE 2 – Now the cash is starting to roll in. There are three things you’ll want to do to enhance your returns – Open more Profitable Markets, add Specialist Gear, and max out your Cargo Space.

721 – OPEN MORE PROFITABLE MARKETS – You can purchase Level 1 and Level 2 Trade Permits from your Court Scientist Contact and Level 3 Trade Permit from Calagan Faen. The Level 4 Trade Permit is not necessary for RTG Trading. With these Permits in hand you’ll be able to sell RTGs at the Javat Urban Zones you scouted at the beginning of the game (see SECTION 800 for details for Default Map v2):

  • Spice Trader (Level 1) – $1.6K – Required for Travor Spice Wax and Bexian Spice Tea.
  • Free Trader (Level 2) – $5K – Required for Iridlaentine, Pruvia Blooms, and Kaff. Royal Jeffy.
  • Full Trader (Level 3) – $26K – Required for Kloxian Med Bays, Cadavost Plating, and Kongon Locusts.

722 – ADD SPECIALIST GEAR – Your Fixer Contact sells Specialist Gear, which can significantly enhance your Combat Crew. Initially you’ll want to purchase 4x Level 2 Thraul Injectors ($17K each), which provides a significant Initiative boost. As you collect regular Intel from Exploration runs be sure to sell it to you Fixer Contact. Eventually, your Fixer’s Influence will be high enough to purchase Level 5 Gear. When you reach this point, purchase a Interlink Wireset ($108K) for your Captain and 3x Dragoon Injectors ($107K) for your other Combat Crew members.

723 – MAX OUT YOUR CARGO SPACE – You want to add as much Cargo Space as possible without spending too much cash. Here’s what I recommend. This brings your ship to 185 Cargo Space.

724 - LARGE COMPONENTS

  • Hull Plating 1 -> Cargo Hold 1 [$39K/12 Weeks]
  • Adds 25 Cargo.

725 - MEDIUM COMPONENTS

  • 2x Ares Missile Systems -> 2x Storage Holds [$42K/6 Weeks each]
  • Adds 25 Cargo each.

726 - SMALL COMPONENTS

  • 4x EXTRA COMPONENTS -> 4x Storage Caches [$16K/3 Weeks each]
  • Adds 10 Cargo each.

730 – EXPLORATION PHASE 3 – At this point you have almost everything you need to generate maximum Exploration cash flow from Exploration. You reach optimal efficiency when your Explorers reach Level 21 and they learn the Rank 15 Talent Unstoppable Hunt. Now you can reroll any Exploration hand that doesn’t start with a RTG or a TXA card. By using the Rarest Find talent, you can now guarantee that ever hand has at least two RTG / TXA card.

750 – THE END OF EXPLORATION – After ten years of playing you should have generate $5-10M in credits, allowing you to purchase and upgrade any ship that you want!
SECTION 800 – Default Map v2
810 – WILD ZONES – For reference, here are the Wild Zones in your starting Quadrant, Dragon Disk, in Default Map v2.

Kulthora Glades
  • 3 Exploration
  • 5 Richness
  • 2 Danger

Ihaca Geysers
  • 4 Exploration
  • 6 Richness
  • 10 Danger

Alathosol Trench
  • 3 Exploration
  • 4 Richness
  • 6 Danger

Kambrian Ruins
  • 6 Exploration
  • 10 Richness
  • 10 Danger

820 – RARE TRADE GOODS – For reference, here are the Urban Zones aligned with your Starting Faction that purchase Rare Trade Goods (RTGs) in your Starting Quadrant, Dragon Disk, in Default Map v2.

Travor Spice Wax (Legal 3 / Permit 1)
  • Arkonia Holding (C-)

Iridlaentine (Legal 10 / Permit 3)
  • Eisa Cen (B)
  • Reach Haven (B)
  • Shreveport Hive (B)
  • Logax Orb (B)

Kloxian Medical Bays (Legal 7 / Permit 3)
  • << N/A >>

Cadavost Plating (Legal 6 / Permit 3)
  • Redwood (B)
  • Logax Orb (C+)

Bexian Spice Tea (Legal 4 / Permit 1)
  • << N/A >>

Pruvia Bloom (Legal 8 / Permit 2)
  • Penrose Landing (C+)
  • Pyrexia (C+)
  • Reach Haven (C-)
  • Logax Orb (C-)

Kongon Locusts (Legal 5 / Permit 3)
  • Arkonia Holding (C+)

Kaffango Royal Jelly (Legal 7 / Permit 2)
  • Arkonia Holding (C)
  • Penrose Landing (D)

830 – TERROX XENO ARTIFACTS – For reference, here are the Independent Urban Zones in all Quadrants that purchase Terrox Xeno Artifacts (TXAs) in Default Map v2.

  • TENEBROUS GAMBIT – Etnad – Terrox Xeno Artifacts (B)
  • FARFALLEN RIM – Temple of Refuge – Terrox Xeno Artifacts (B)
  • SINE COORIDOR – Shepard – Terrox Xeno Artifacts (B)
  • NUSCARAT CHAOS – Malsyn Bastion – Terrox Artifacts (B)
SECTION 000 – My Guides
Here’s a full list of all the guides I’ve written for Star Traders: Frontiers so far. Check them out and let me know what you think!

Starting Quadrants with Three Starting Faction Planets
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3144777870

Millionaire Explorer Guide REVISITED https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3135971608

Marauding Pirate Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3125832745

RTG Smuggler Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3120120607

Zealot Guardian Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3112677227

Non-RTG Merchant Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3110793982

First Blood Commander Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3051041316

Weapon Scavenger Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3043945414

Relentless Bounty Hunter Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3032494871

Fearless Xeno Hunter Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3023912897

Prize Ship Patrol Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3021370224

Love Boat Diplomat Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3015590564

Mad Scientist Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2973898874

Devastating Shock Trooper Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2972421188

Max Contacts Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2971490805

Simple Spy Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2969465004

Deadly Assassin Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2965252564

Millionaire Explorer Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960277415

Zette Faen Fast Start Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932475019
16 Comments
burnhj  [author] 14 Jul, 2023 @ 11:19am 
For talents I recommend you train Hitman Rush, Gliding Advance, and Dissection from the Assassin Class and Rash Courage, Strength of Steel, and Flash Fury from the Swordsman Class.
burnhj  [author] 14 Jul, 2023 @ 11:17am 
I recommend Level 11 Assassin for the Dissection attack then everything else into Swordsman for max Blades and Evasion.
Verek 12 Jul, 2023 @ 5:04pm 
What talent build do you recommend for the captain?
burnhj  [author] 22 May, 2023 @ 4:33am 
Fantastic advice! Maybe I’ll incorporate that into my Salvage Guide in the near future. Scavenger Captains are great candidates for +Repair Skill for max Ship/Component Discounts.
n0ph0bia 21 May, 2023 @ 1:04pm 
Hey another game mechanic to play around with... For Steel Song captain starts, you always get the high princess contact on Steel Song Prima, if you pick the Salvage Broker as your first contact, they will also start on this planet. So you get discount new ships, plus you get discounted ship upgrades. If you combine that with an Engineer/repair heavy captain (i.e. you added 10 skill to repair in captain creation) you can get crazy discounts on new ships, plus all the upgrades. Basically the discount mechanism (specific to Steel Song) is assisted installation + salvage broker discount + blood badge discount. Easy early game ship upgrades at 50% off ... fun times. :)
burnhj  [author] 6 May, 2023 @ 3:58pm 
Thanks for all the suggestions! I have a lot more guides to work on!
n0ph0bia 5 May, 2023 @ 5:42am 
3. perhaps - in the spirit of your other min/max guide - how to maximize faction rep (i.e. a Military Officer captain build with RTG heavy trading or heavy patrolling card game focus)
4. something covering different mission types from contacts and what you need to be successful (i.e. your example/angle with Saere & Warden Missions is very helpful) like what it takes to be a really good bounty hunter and maximize the rewards from that come from taking those missions
5. maybe a build around taking ships in conflicts.
Just a few fun ideas that your approach and style of writing could be good with.
n0ph0bia 5 May, 2023 @ 5:42am 
You could always consider something like:
1. an Explorer Captain as a mission runner (and focus on the beneficial behavior of the "Voyager" Trait with ship that have 29 & 30 speed engines) and performance engines/jump time reducers (i.e. alta mesa navigation Annex, etc).
2. maybe how to get over the early game era 1 hump and be successful in the coalition building era or later eras, with example of a viable play style, ship buildout, crew buildout, officer buildout, credit amounts/targets (could include target this mid-game ship and for later eras now target this end-game ship, and here would be the sample viable build outs based on your chosen play-style example)
burnhj  [author] 16 Apr, 2023 @ 1:05pm 
Thanks for the feedback! What guide should I work on next?
n0ph0bia 16 Apr, 2023 @ 6:28am 
GREAT GUIDE! Really love the specificity and great details.