Unlocks

=Introduction= There are two main types of unlocks: story unlocks that happen normally as you encounter and complete the various story lines in the game, and sprint unlocks, which require a certain number of operations in a strict time limit.

Help! My unlocks aren't in sync!
If you've been playing offline for a time, or have downloaded ST:F onto a new computer, you can get your unlocks synchronized by visiting the main menu and selecting the Unlocks page. (Obviously you'll need to be online for this to work.)

=Story Unlocks= These unlocks happen as you progress normally within the story. There is no time limit. Most of the unlocks have an in-game reward for that game only; reading this table may possibly constitute a spoiler for the story. All of them also grant a permanent unlock for all future games (although currently the game does not contain values for all entries).

Note that two of the Faen Court missions are exclusive (Vatborn Monster/Heir Slayer). However, you still have the opportunity to pursue Valencia's unlocks (Heir Apparent/Hunter's Bane/Hunt the Hunter) in the same playthrough by returning to Calagan's court at the beginning of the Duel of Assassins.

=Sprint Unlocks= These unlocks require you to complete a certain number of operations within a strict time limit. There is an unlock, but no in-game reward. If the unlock name is a link, click to visit its tips and tricks section immediately below.

Note the date by which you must complete a 1 year unlock is 211.03; a 2 year unlock must be completed by 212.03; a 5 year unlock must be completed by 215.03; a 10 year unlock must be completed by 220.03; a 20 year unlock must be completed by 230.03.

=Tips and tricks= This steam forum thread contains many tips for the unlocks: https://steamcommunity.com/app/335620/discussions/4/2534848209927685855/

This thread contains info on how to bundle multiple unlocks in a single run

http://startradersrpg.proboards.com/thread/19375/complete-multiple-unlocks-run

Expert Contractor
Start with the default Smuggler Template (because he has lots of Contacts), use the default map and pick Moklumnue (because they have a nice, dense starting Quad). Ignore the Arbiter. Talk to every local Contact and do as many no-jump missions as you can - the first year or so, they give really easy missions. Load up on missions, I had 6 going at a time when I did the unlock.

First Blood
The Bounty Hunter template is especially good for First Blood as it features high Ship priority and high Experience. I'd suggest picking on weak targets like Smugglers, Explorers and Merchants. Try Blockading to find them. Since you don't care about Rep just destroy and salvage every ship for repair cash.

User nirlem@steam contributes: My successful attempt was made like this:


 * Made a Pirate with Dragoon Cruiser (Talent to replace blockade card with a merchant), Experience at B, Stats at C, (Helps on save rolls on blockades). Standard map, Thulun starting zone.
 * I escort the arbiter for some starting cash, then go to closest "enemy" planet to blockade.
 * As soon as I salvaged my first kill I went home and bought 1 lvl 5 torpedo, then back for more
 * after 2 more kills bought another lvl 5 torpedo.
 * 1 more kill and I upgraded 1 of my old torpedos to lvl 5
 * 1 more kill and I upgraded my 4th torpedo to lvl 5
 * 1 more kill and I got the speed matrix instead of passenger cabin.
 * Then I just stayed blockading/repairing until I finished (got 13 kills in 2 years)

User dave@steam contributes (2020):


 * All officers should take pirate as their second job, and then take Corsair's Eye as their first skill. When blockading, use this as often as possible to draw merchant cards.
 * Dismiss the starting combat crew and take more pilots and gunners, in order to have a few more talents available for fighting.
 * If you draw a zealot, pirate, military officer combat, then surrender for inspection rather than fighting.
 * When you take ship damage, pop out the details of the repair panel. Don't bother repairing items you don't use; it will save a little money, but a huge amount of time.  The luxury cabin on the dragoon cruiser in particular takes forever to repair.
 * This tip follows the pirate theme: when you take crew damage, pop out the details of the medical treatment panel. If you don't heal the crewmen with the worst injuries, it will save a little money, but a huge amount of time.  Dismiss these crewmen while saying out loud, "They fell behind".  Recruit new ones for free.

Big Network
User dave@steam contributes: Starting: Contacts "A" gives you 8 right off the bat. Experience "B". Ship "C" Galtak freighter for 75 cargo (requires separate unlock on normal difficulty). I made sure to select all three contact types which give introductions as my first three selections so they are in my starting system. I gave my captain charisma 30 and the first level talent market confidant, so it has >40% chance to fire on each sale over 5000. For at least one officer, take second skill merchant and also get market confidant talent. Default map seed and Moklumne faction for best trading opportunities.

Trading: Only pick up items which are in a large enough quantity to sell for over 5000. If you get something that will sell for say 15K and market confidant is not on cooldown, sell half to get one try at market confidant, then the other half will still probably sell over 5k and get you another try. (The demand drops to F, so check your cooldown first.)

Introductions: you can see how many introductions each contact will give you by looking in their detail sheet, under "supporting", if there is no eye icon there then it would be a new introduction for you. Some contacts may have zero introductions to offer but it is unlikely. Cross them off your list if they have none, and keep track of when you have bought all their introductions.

I alternated between a big sale and buying an introduction, so I never ran out of cash but never got rich either. I bought the level 1 permit from Faen first, which makes it easy to profit on Luxury Clothing and Luxury Rations at all the pop planets in the quadrant. I did wind up leaving the starting quadrant once, to reach a contact with 2 introductions.

Note: Calagan does not count toward the contacts number needed for this achievement.

Adventurer
User areus aniketos@steam contributes: From my own experience so far, the things you should definitely do: 1) You must get the A5 weapons locker asap, or you're going to be very dead very soon. So you must first focus on making the money for the upgrade somehow fast. 2) Your custom template should be based on an explorer(later exo-scout) captain, and you should have one contact for recruiting exo-scouts and another for better weaponry. 3) You should get (at least) 2 exo-scout recruits asap. 4) You should buy the tier 6 weapons from your contact. 5) The moment there's an artifact find rumour you need to get to it asap.

User nirlem@steam contributes: i used a captain focused on crew combat (Zealot/Swordsman) 30 Quickness and Wisdom to get high initiative. i Bring both the Doctor/Combat Medic and a Pistoleer/Combat Medic to fights. Started with a contact to get Exo-scouts. (Got 2 of them) Started out running missions untill i could upgrade my weapons locker to A5. After that i started going to the wilds. This also works for Expert Xeno Hunter.

Guides on the steam forum:

https://steamcommunity.com/sharedfiles/filedetails/?id=2318133912

https://steamcommunity.com/sharedfiles/filedetails/?id=2186142210

As of 2020, the contact that recruits Xeno Hunters is basically essential, so that you can have multiple copies of the skill Macabre Harvest.

Press Gang
User Fortune918 contributes: Start a template with the Dragoon Cruiser, and dismiss 6 crew to make space. The Dragoon starts with 1 open crew bed, so this gives you space for SEVEN conscripts. I recommend you dismiss 4-5 gunners (the Dragoon starts with 10 and you simply don't need that many), 1 Pilot, and an E-tech if needed. Just be sure to stay above 100% on all of your Ship Pools. Then head to the nearest "enemy" planet in your starting quad and blockade. Attack non-combat captains like merchants, and disable them with torpedoes and Guided Fire (Pilot rank 1). You want to disable the ship WITHOUT boarding. Boarding combat kills enemy crew and is counterproductive to this unlock. After combat, conscript 7 enemy crew, land and dismiss them (most will desert the ship anyway). Repair your ship and do it again. Do this 3 times for the 20 conscripts and you are done! Completed in 15 weeks using this strategy. It can also easily be combined with the First Blood unlock.

User Anon contributes:

Be careful about which ships you fight first. Pirates are too dangerous at first, and remember your ship will be SLOW. Faster ships will simply cripple you from out of gun range.