Elite Dangerous | System Colonisation Beta Details & Feedback

If the rules are consistent for npcs and humans this is Arnarson's in Indi. It sells all of the composites as well as steel and some other nice metals.
These are the only structures on the planet. The planet is mostly rock with a little metal.
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The outpost, certainly. Contribution to the stated system economy is a different matter to influence over other local station economies.

Yup, that one keeps tripping me up. Guess it's only when I build that civilian planetary port on the furthest moon that I'll find out for myself how influence over local station economies work 🤷‍♂️
 
If the rules are consistent for npcs and humans this is Arnarson's in Indi. It sells all of the composites as well as steel and some other nice metals.
These are the only structures on the planet. The planet is mostly rock with a little metal.
Do you understand that this port - Arnarson's Progress sold CMM even before the Odyssey and the appearance of this settlement? Like the vast majority of such ports.
 
If the rules are consistent for npcs and humans this is Arnarson's in Indi. It sells all of the composites as well as steel and some other nice metals.
These are the only structures on the planet. The planet is mostly rock with a little metal.
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Since we're trying to figure out if our constructs actually follow the same rules as NPC constructs do, there's a station in-game which closely resembles the bricked player T2/T3 stations orbiting non-landable planets.

Haarsma Terminal (a civilian planetary port) in Col 285 Sector AG-O d6-83 is the only human station there. There are no other orbital/land ports, no installations, no settlements or hubs. Haarsma only produces biowaste (and something else) and retains it's colony economy type.


Now here's the mystery, system population is 70k. How did a bricked setup with a very bare mission board get it's population that high? And is there a similar mechanism we aren't aware of active in the colonies we're building?
 
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Since we're trying to figure out if our constructs actually follow the same rules as NPC constructs do, there's a station in-game which closely resembles the bricked player T2/T3 stations orbiting non-landable planets.

Haarsma Terminal (a civilian planetary port) in Col 285 Sector AG-O d6-83 is the only human station there. There are no other orbital/land ports, no installations, no hubs. Haarsma only produces biowaste (and something else) and retains it's colony economy type.


Now here's the mystery, system population is 70k. How did a bricked setup with a very bare mission board get it's population that high? And is there a similar mechanism we aren't aware of active in the colonies we're building?
Is this actually a port or settlement? A port has an initial and max pop score of 10. Tier 3 orbitals have an init/max pop of 5. And with only an Orbis, I got 90k right out of the gate. Population seems low if anything.
 
Greetings Commanders,

Supplies of Insulating Membranes have been significantly increased across the galaxy, and significantly so within the Trailblazer supply megaships.
I have never seen problems with insulating membranes.
There have always been many of them at the outposts in the respective systems. Or transfer to a medium ship, is this already a problem?

What are you (developers) doing this for? It looks more like an imitation than an action to improve the real problems of colonization
 
Since we're trying to figure out if our constructs actually follow the same rules as NPC constructs do
Simple answer: they don't.

All NPC constructs are completely independent of each other. They are affected (though it's rarely clear how) by the hidden system variables like wealth, but they don't influence each other's economy at all (you can get Colony ports on planets with hubs or settlements), they don't have the same pre-requisite chains, and there's reasonable evidence that they don't directly contribute to system variables in the same way either - the addition of Odyssey settlements (or going back further, installations) didn't affect the existing markets at all.
 
Simple answer: they don't.

All NPC constructs are completely independent of each other. They are affected (though it's rarely clear how) by the hidden system variables like wealth, but they don't influence each other's economy at all (you can get Colony ports on planets with hubs or settlements), they don't have the same pre-requisite chains, and there's reasonable evidence that they don't directly contribute to system variables in the same way either - the addition of Odyssey settlements (or going back further, installations) didn't affect the existing markets at all.
This is the problem, we don't know the rules and we try to copy existing and working npc systems, but for us it doesn't work that way. 🤷‍♂️
 
Simple answer: they don't.

All NPC constructs are completely independent of each other. They are affected (though it's rarely clear how) by the hidden system variables like wealth, but they don't influence each other's economy at all...

So what you're saying is that when ED's algorithm creates a system and populates it with ports, installations, settlements, hubs etc - the generation doesn't follow the same rules we have to follow when we architect and build constructs?
 
I have never seen problems with insulating membranes.
There have always been many of them at the outposts in the respective systems. Or transfer to a medium ship, is this already a problem?

What are you (developers) doing this for? It looks more like an imitation than an action to improve the real problems of colonization
Folks are hoarding materials from the mega ships for profit, an inconvenience for many, this discourages that.

O7
 
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