W40K: ROGUE TRADER - COLONY Management & NAVIGATION/Exploration Guide: Great ITEMS & PERMANENT BUFFS

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hello there friends and welcome for today's Warhammer Rog Trader guide we have all about First Colony management and also navigation and exploration two very important mechanics you have to master for a fun time even on unfair and I want to start with Colony management first because you can get a lot of powerful rewards through this even replenishable items including stuff you can't get anywhere else but most importantly permanent passives that affect either the main character or even your whole party for very powerful and efficient benefits so let's dive right into it first with the basics behind Colony management first almost all of the colonies will be unlocked through main story progression you'll have them all by the end of Act Two The Only Exception I found is foul Stone which is found through normal exploration instead to unlock it simply head to the trinity system and of course the FAL Stone Planet it's actually very close to the starter point of the game the footfall system but like I said the others are just through normal chapter 2 progression now let's cover Colony Projects each of the colonies has up to 13 whole projects you can do and while they are separated by ranks you can actually do multiple projects per rank an for almost all of them which is why for example for the second rank projects of the darkonus colony well I have a lot of them already done does the green check mark to the right the only exception is some ranks have mutually exclusive projects for example for the rank one projects you can only pick one out of three the game however will always tell you when that's the case as by just going over any project well it will tell you if it's going to block another project thus being mutually exclusive or not but as I said you can actually perform multiple projects per rank for almost all of the ranks projects you can't complete because they are mutually exclusive will always have this little key lock to the right of them with a gray color on the other hand for the projects with a red key lock icon that's because you are missing one of the requirements in this case reputation with a certain faction besides that some projects will only be unlocked if you perform a specific one first for example Sky Barrier a rank five project from kava GMA needs the holy ammunition project executed first the thing is it is not one of kava gamma's projects at all rather it is a foul Stone Colony project sometimes that happens but it's pretty rare usually projects that require other projects are of the same colony and honestly as far as what projects to complete well as always you want to check for the best rewards I suppose if you wanted to purely roleplay it then you can just speak whatever you prefer but for gameplay power well it's definitely best rewards based and the logic behind it is pretty simple ideally you want to focus on the projects that offer first permanent passives either the main character or your whole party second projects with amazing item rewards that you can't get anywhere else third projects that offer replenishing items which means you'll keep getting more and more and more of them as you progress through the game and pass time and for the last important reward faction reputation benefits although I do think they changed this in the latest patch and made it way easier to Max faction reputation I mean I loaded my save and was greeted with almost maximum faction reputation for the ones I actually bothered investing into like explorator and a whole lot of other items that before I could not get at all so don't feel that restricted by faction reputation anymore but the more faction reputation of course the better for super powerful items depending on whatever build you want but honestly it's mostly about permanent passives and also special items as far as projects with normal rewards you can always do them so long as they don't lock you from anything else that's better after all would you rather have some minor Buffs to your Colony that you can get through multiple other ways or a unique permanent passive I think the choice is very clear one is definitely way more efficient than the other now a small number of the ranks actually have such powerful rewards that it's hard to pick what you want for example the last rank of f Stone you can get an amazing heavy armor with huge armor deflection and also percentage reduction with a super busted extra deflection benefit based on your coercion skill or a plus five bonus to all the stats and skills of almost all party members both of which are pretty powerful but I'd still rather go for the passive right because it affects your whole party as opposed to an item only a single party member will equip but well just Pi what you prefer based on the choices I've given you once again for most projects you can just have them all another good example is between the dark sages or the capella biologist projects which are mutually exclusive dark sages will keep providing you again and again with five of one of the best healing items in the game the kyion medic kit which unlike most of the normal healing kits can actually remove traumas perfect for the areas where you are stuck and can't return to the ship to rest rest while capella biologist will grant all your party plus 5% extra damage to zenos it's good but not as good as five of one of the best healing items because once again you keep getting more and more and more as you go through the game hopefully with these guidelines you'll have an easy time selecting what projects you want and speaking about project rewards after you complete a few projects you'll also get minor Colony events where you'll be provided with a few different options if you check the little icon at the start of each option well you'll get to see once again the reward and it's basically the same thing you always want the best rewards especially the unique items and passives now this is very important for these particular types of colony events be sure to always always ask your advisors their personal opinions on the project in many times this can actually enhance the rewards you get so it's basically a win-win for some other colony events you'll have to return to the planet itself physically right and it will always tell you the Lord Captain's presence will be required but it's not like there's time limits in this game you can just keep warping and traveling between your planets and systems just fine as I'll show you in the navigation section now your projects often have a few requirements usually it's First Colony stats and second materials so let's get into that but sometimes there's also faction reputation requirements your Colony stats honestly aren't really that important you can always check them in the stab over here efficiency basically increases the resources produced by The Colony complacency will increase the profit Factor but reduce the speed of project resolution which doesn't matter because well projects take time to complete but so so long as you are traveling between map areas you complete them very fast and you can always skip time but just like doing this again and again and security affects the ability of the colony to cope with negative events on its own which I believe means less of the Annoying events where you have to go back there physically to resolve it once again Colony stats usually only matter for requirements what this means is don't obsess over them better just keep checking projects based on what you want to increase and perform first for example let's say you want to do the bonef fires of righteousness project it requires four or higher complacency and efficiency stats for the foulstone colony which means before doing this simply perform one of the normal projects that to increase the necessary stat like Touch by Holiness for higher complacency so that you reach the necessary Colony stat threshold show for whatever projects you want and like with everything in the game pretty much you can always check where your modifiers are coming from either positive or negative once again from projects or Colony events lastly do note that as far as colony project requirements They Don't Really cost you anything that is so long as you reach the necessary threshold you'll be able to perform the project just fine while keeping all of the resources here most importantly kind of like perit factor for well buying items and if you're wondering my M is so inflated I'm pretty sure it's because of a bug but you can easily hit higher than 100 200 even in the game once again from Colony projects and also exploration some projects however will reduce your stats but it's pretty easy to check by well just noticing this little red icon here going down now let's cover navigation and exploration whenever you reach a new map area you'll always get the option to chart new routes which of course will reveal new map points you can explore while at the same time increasing your Navigators in sight by plus one ideally when you travel to a new system you'll always want to select first the chart new Roots option especially for more Navigators inside each map area will be connected by a different path with a unique color and there's four them the green one means the path is safe so you can always travel back and forth between them just fine with no negative events meanwhile the other colors all means something wrong can happen first yellow which is unsafe then orange for dangerous and red f deadly the stronger the color the higher the chances of you getting more negative events don't be afraid of the more dangerous paths however because while they do have negative events you'll never get a game over or anything like that by TR traveling into them the first of the dangerous paths is unsafe the yellow one it's actually not that unsafe because to be fair most of the negative events you get are extremely minor at most you'll be taking a small amount of ship hole damage but most of the times nothing will happen you just get a flavor tax and that's it no negative effect whatsoever starting from the orange paths so the Dangerous Ones well as the name itself implies this is when stuff starts to get worse but the main difference is this is when you start getting some battle events when traveling that is you'll have to fight a few enemies on your ship these are mostly easy however and can of course provide more Loot and more experience with one exception a very rare event that can happen when traveling dangerous routes is is a battle where the main character will start alone in their room surrounded by lots of enemies while your allies will each join individually turn by turn for the early parts of act two especially on unfair this battle is kind of annoying and I'd rather stay away from it but later once you get more levels it's pretty easy because the enemies don't really scaling power meanwhile as far as the deadly routes well they aren't actually that deadly at least you can't get a game over from it but the chances of getting that annoying you start aone battle event are way higher in this I find do note that you can always reduce the rout difficulty tier by spending Navigators in sight for every single point you spend you reduce it by one tier so for the orange Dangerous Ones with one it becomes unsafe and two safe this of course it's going to depend on your play style but like I said because most of the events aren't that Troublesome outside of they you start alone battle early on don't feel like you have to keep spending Navigators inside to reduce the difficulty of every single path you take I would just focus into reducing the deadly red paths into well at the very least dangerous the orange ones because it only costs one point and like I said the events aren't that Troublesome starting from the dangerous orange zones you can also get a few effects that can even increase your Navigators inside even further farmable even which of course can be nice for more exploration the last use for Navigators Insight is generating Direct Travel points between map areas because by default as you might have noticed you have to travel step by step which of course can be not only extremely annoying but very time consuming because sometimes you want to warp all over the maps for planets that are pretty far away between one another thankfully we have a way of overcoming that by just selecting any system you can directly charge a route to it no matter where you are from by spanning three Navigators inside which will create a deadly path for example we can make a direct path between the Telo abson system for one of our colonies with mundas valencias for the dargas colony one of the most important ones so let's do that and there we go we can now directly travel between them what this means is I recommend you save around 12 or 15 Navigators inside just to connect and create Direct Travel zones between the main colonies of the game so now let's create a path between the darona home world and also vibo 6 another colony and there we go always reducing it to at least dangerous this way you can easily connect all of the important areas of the game that you'll have to revisit again and again for more Colony events and also main quest progression astronaut spend ages traveling between each individual map point now let's cover Planet exploration and it's all pretty simple whenever you first reach a new planet you get the option to scan it which will always provide you with an extra 50 experience points a rather good amount because experience requirements in this game don't really scale they tend to stay the same so 50 extra XP well it can always help considering how many new planets you're finding as you explore new systems depending on the planet of course you'll get new items new events but most importantly the ability to extract materials it always costs one extractum which is usually found through either more Colony Projects or faction reputation rewards to profit Factor you honestly don't have to obsess over the materials that much just like with Colony stats but as a guideline don't spend all of your extractum in plus two because it's the most common material by far it almost feels as if for every two planets one of them will have plus two as a source once again just like with Colony stats focus on extracting the materials that will be requirements for the projects you want to perform you can always just revisit the planet after that and spend a new extractum you found to ract whatever is there now you might be asking what about ship combat well that's for the next guide as I do think it deserves a standalone video well so this was pretty much it for Colony management and also exploration and navigation guides if you found this useful please remember to like subscribe and also consider becoming a channel member if you can I highly appreciate your support thank you for watching and see you next time friends with ship combat of course
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Channel: cRPG Bro
Views: 28,098
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Keywords: crpg bro, crpg, rpg, rogue trader, warhammer, w40k, colony, colony projects, best projects, dargonus, foulstone, kiava gamma, janus, vheabos vi, best colony, best items, best rewards, navigation, exploration, navigator's insight, ship combat, map, world map, complacency, efficiency, security, events, best events, colony stats, colony traits, guide, how to, tutorial, safe, deadly, unsafe, dangerous, chart new routes, travel, planet, extractium, materials, plasteel, flogiston, adamantine, xenotech, promethium
Id: Bh3Zr1bfocE
Channel Id: undefined
Length: 16min 56sec (1016 seconds)
Published: Sat Dec 30 2023
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