Scanners on ports is always good imo. Easy to have enough energy collectors to run them.
Monitoring stations are also good, but are a bit limited as they can't move. You can build them in deep space though, if you zoom in close enough with a constructor selected and right-click "build here".
I like to put scanner stations next to fuel mines - not nescessarily all of them, just so they roughly cover an area.
You can manually control which ships are built where by selecting the port you want and using the build options from either the bottom of the UI display panel or the right-click menu to queue up individual ships.
This is quite tedious though. I tend to only do this to build a single fleet at a location, and use the build planner only for generating automated patrol ships (which never get put in fleets and just roam around on thier own).
If I ever want an automated patrol fleet, I will grab whatever ships are in a specific area, fleet them up and send them on thier way.
There's no real rules for this - do whatever works for you.
I don't think foreign colonies ever defect.
The only way to make a foreign power colony yours (that I know of) is to invade it with troops and take it over.
You can make the colony rebel via spying etc, and this has a small chance to make it leave it's current empire.
At which point it becomes an independant colony, and can be either invaded or have a colony ship attempt to land on it.
(Shandar get some happiness bonuses, so it might be difficult to make them unhappy enough to leave thier current empire.)
I don't think there's even any diplomacy options for trading colonies.
Post edited June 12, 2025 by MareSerenitis