Commander Creation

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When you start a new campaign the player will be asked to provide a name for their commander and other starting options which will affect what ships and cargo they start the game with. Below are the various paths that can be chosen and what benefits they provide.

Initializing Domain Ident Chip

Choose your name

Choose your portrait

Iron Mode

In iron mode, you can't quit without saving or load a save while still in the game. In other words, no do-overs. This is the setting the game is intended to be played on, but since it's in alpha right now use at your own risk.

Help Popups

When enabled informational dialogs explaining various campaign mechanics or warning the player of potential dangers will pop up at appropriate times, as they become relevant. Highly recommended for new players.

Sector Age

Younger sectors tend to be more mineral rich while older sectors tend to have more habitable worlds.

Sector Size

Domain sector registry ID

Optionally used to set a specific map seed and it is broken down below.

X Y - *--19 digit Seed--*

X

This portion of the seed handles the size of the sector. Currently there is only N for normal or S for small, mods can change this.

Y

Average - More balanced Mix of stars and planets.

Mixed - Different Constellations may have mixed ages.

Old - Cooler stars, less *sic* (fewer) planets, less minerals, more habitable worlds.

Young - Hotter Stars, more planets, more minerals, less habitable worlds.

*--19 digit Seed--*

From all zeros to all nines, this is the 19 digits that are utilized for the rest of the sector.

Recent Occupation

Adds 2,000 starting credits.

Your most recent occupation was as...

The Wolf-class is a sleek and deadly combat frigate with middling logistical stats.

Best used near civilization, or with the support of other ships with better capacity for carrying fuel and supplies.


The Wayfarer is an ungainly vessel with an excellent capacity for carrying cargo, fuel, and crew.

Its combat ability is limited, but not to be discounted - designed to operate on the fringes of civilization, this freighter is quite capable of defending itself.


A Group of ships capable of performing salvaging operations on the fringes of the Sector, and defending itself against most of the threats there.

Includes a tanker for increased fuel capacity and exploration range, and sufficient cargo capacity to carry the salvage back to the Core Worlds.


A small but highly combat-capable task force geared towards bounty-hunting.

Includes a small tanker to extend its operating range somewhat.


A randomized collection of ships, slightly weaker overall than either of the "faster start" options, but roughly in the same category.


  • Random ships roughly the size of Explorer/Mercenary fleet.
  • Random amount of Credits.

A non-combat shuttle, a general lack of resources, and a debt that must be paid. Very difficult start, only intended as a challenge for the starfarer that's seen it all.


  • Pristine Pre-Collapse Kite with Compromised Armor and Faulty Power Grid D-mods.
  • The "lifelong debt" means that every month you have to pay 1000 Credits plus 3000 Credits for every level beyond first.
  • The Stipend from Galatia Academy is disabled.

Explorer and Mercenary are "faster start" options which allows you to get to the playstyle you want faster.

Freelancer could also be considered "faster start" but the ships it generates are random so it's up to chance what your fleet will be good at - if anything at all.

Spacer is a secret start which needs to be unlocked by modifying the starsector-core/data/config/settings.json file. This can be done with any text editor such as Notepad. Find the "enableSpacerStart":false, line and change "false" to "true". The Tutorial is disabled in Spacer start.

In addition your fleet includes...

Note: this only applies to the Bounty Hunter and Scavenger starts.

The Kite-class is a light and nimble ship with limited armament.

Not capable of doing much damage itself, it is however capable of being a persistent distraction, especially in the hands of an officer with the right set of defensive skills.


The Shepherd is not a combat ship, being both slow and fragile, although its drones are capable of providing decent support to another ship.

Its true value, however, lies in a generous cargo hold and numerous salvaging- and surveying-oriented hull features.

Its cargo of heavy machinery is also useful in running salvage and surveying operations.



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