Galnet News just confirmed how to influence your Starport economy but...

If this is real it's pretty much going to kill my interest in this ... I've spent way too much time building out a system so far thinking that it was all connected ... it's in the same system ... and I don't even have the option to destroy or move an installation. I'm hoping this is a big misunderstanding coupled with some bugs.
If its not many players will leave..
 

rootsrat

Volunteer Moderator
If this is real it's pretty much going to kill my interest in this ... I've spent way too much time building out a system so far thinking that it was all connected ... it's in the same system ... and I don't even have the option to destroy or move an installation. I'm hoping this is a big misunderstanding coupled with some bugs.
You probably should have read the manual in Codex. It describes that part pretty well.

It's vague and high level, but it outlines the main rules of Colonisation and system development.

It could be a lot more specific tbh.
 
You probably should have read the manual in Codex. It describes that part pretty well.

It's vague and high level, but it outlines the main rules of Colonisation and system development.

It could be a lot more specific tbh.

Yes, it's vague an "markets around" can mean anything in a system.

It's not as clear as one could argue, that one should have known that this means influence is only planetwise. Could mean "Planet a, a1, a2, ..", or the system, maybe the further away the less, but the bigger the station the... or whatever.

Because this was not specified, I had a look in a lot of other "old" planets - to copy that in case.

Penadak f. e. has an industrial/extraction station at a not landable high metal content planet and the only other building in system is an industrial installation.
Gebel f. e. has an agricultural station at an earthlike planet, not landable, agricultural buildings are at B7.

Maybe FDev should've told us, that Elite-Planets in Colonization have nothing to do with Elite-Planets before - and some more information rather than "markets around".

Now we should test a beta and give feedback, but we don't know how it's intended to work so it's hard to say if it works as intended - over and beyond, the delay of processing all the new buildings makes it even more mixed up.
 
Super, was hoping that would be the case - much the same here, I don't have the time/resources for T3 planetary port (all my building has been solo thus far). So will be testing by building T1 planetary port with colony variant on the planet that has the refinery hub and see what happens :) will report back here as well in case it helps anyone else out.
Interesting thing I noticed. I have a high tech t1 planetary port on a moon of a gas giant's moon. On the parent moon, I have a large military settlement. I have noticed my port sells consumer electronics, but also weapons and armor.
Is that normal for high tech ports? Selling non-lethal weapons and reactive armor?

That said, I'm bummed I placed the construction site for my orbis station, Port Long Term Goal around a water world. I really hope this is something they change in this beta period. Tier 3 should be system wide.
 

rootsrat

Volunteer Moderator
Yes, it's vague an "markets around" can mean anything in a system.

It's not as clear as one could argue, that one should have known that this means influence is only planetwise. Could mean "Planet a, a1, a2, ..", or the system, maybe the further away the less, but the bigger the station the... or whatever.

Because this was not specified, I had a look in a lot of other "old" planets - to copy that in case.

Penadak f. e. has an industrial/extraction station at a not landable high metal content planet and the only other building in system is an industrial installation.
Gebel f. e. has an agricultural station at an earthlike planet, not landable, agricultural buildings are at B7.

Maybe FDev should've told us, that Elite-Planets in Colonization have nothing to do with Elite-Planets before - and some more information rather than "markets around".

Now we should test a beta and give feedback, but we don't know how it's intended to work so it's hard to say if it works as intended - over and beyond, the delay of processing all the new buildings makes it even more mixed up.
Oh I definitely agree that we need much more details around how this all works.
 
I play a few FDev games and their instructions/manuals are always so clear and concise. I am not sure what happened here. (That's sarcasm btw)

Clear and concise is not FDev's forte.
 
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To show three well-known systems in which the stations should not have a goods market according to this new logic. The requirement of a landable planet is nonsensical in many respects.
1. in old systems there are plenty of stations on gas giants or non-landable planets
2. you influence the “system” economy with the installations and settlements, not just the “planet” economy
3. countless primary ports were placed on unsuitable planets by the game itself without any choice for other locations

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This also applies to my trading outpost, which is now doomed to produce only organic waste and gas forever.
Simply a cheek. A great feature that has now become a shot in the arm for an extremely large number of Cmdrs.
 
3. countless primary ports were placed on unsuitable planets by the game itself without any choice for other locations

The latest update apparently changed the system for picking primary ports. One of the systems I've been keeping an eye on had it changed from the 13th planet of the secondary star @56K ls to the 10th planet of the primary star @4K ls.

It won't help those who've already finished their port, but it should help new systems.

All of this is a big reason why I haven't started a system yet. I want to know what is going on before I just start blindly building stuff.
 
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A good and quick response just came to X.
That gives us hope and, above all, the quick response after just one day is very positive.

It should be possible to implement both desired options:
Starports without a direct planetary connection accept the primary system economy, ports on a landable planet with corresponding settlements accept the local economy. This would allow the players to control this well.
 
honestly I don't understand why they would restrict it at all within a system. Even with the regular lore of the game, which you can see just by flying around in supercruise, ships are moving and trading between planets. I don't understand what they're trying to achieve with this design. What was the point?
 
Nice to see FDev taking this seriously- gives me hope for the facilities we've already built and it won't all be a waste :) - just about to finish my colony planet port (which already has a refinery hub on the planet) so will see what happens and report back.
 
honestly I don't understand why they would restrict it at all within a system
Be careful what you wish for.

What you absolutely don't want - if you want your stations to produce useful exports, that is - is for multiple different types of economy influence to apply to the same station.
And you're going to need to build some "off-main" economies for other purposes - military to keep your security up, agricultural for standard of living support, etc. - you can't just build a system that's entirely Refinery Hubs and Orbis starports and expect it to do anything useful.

Being able to isolate those to their own areas of the system (and not having them feed into anything else at all, if you want) makes it a lot easier to construct strong individual economies.

There's a risk at the moment of:
Frontier: we have listened to players and now all "System Economy Influence" buildings apply to all starports
Players: Nooooooooo! My precious exports!
 
imo the influence should be separated in tier . T1 outpost/settlement can only influence the planet they placed on. While Tier 2 can also influence the planet nearest to them in the orrery view; and the whole gas giant & their moons cluster if placed on 1 of the moon.
 
Be careful what you wish for.

What you absolutely don't want - if you want your stations to produce useful exports, that is - is for multiple different types of economy influence to apply to the same station.
And you're going to need to build some "off-main" economies for other purposes - military to keep your security up, agricultural for standard of living support, etc. - you can't just build a system that's entirely Refinery Hubs and Orbis starports and expect it to do anything useful.

Being able to isolate those to their own areas of the system (and not having them feed into anything else at all, if you want) makes it a lot easier to construct strong individual economies.

There's a risk at the moment of:
Frontier: we have listened to players and now all "System Economy Influence" buildings apply to all starports
Players: Nooooooooo! My precious exports!

The real issue is that the design wasn't communicated and there's no recourse - you can't delete anything or move it around, so a lot of people will feel like they've put a lot of effort into what turns out to be a broken design.
 
Nice to see FDev taking this seriously- gives me hope for the facilities we've already built and it won't all be a waste :) - just about to finish my colony planet port (which already has a refinery hub on the planet) so will see what happens and report back.
My colony turned into Colony/Refinery after completion so the Refinery Hub 'did' the trick. The planetary outpost is only exporting Copper and Polymers and Nerve Agents. It makes me wonder if there'll be other commodities that show up or if I need to put more refinery hubs or extraction hubs perhaps?
 
The real issue is that the design wasn't communicated and there's no recourse - you can't delete anything or move it around, so a lot of people will feel like they've put a lot of effort into what turns out to be a broken design.
Yes - which gets even worse if, after a month or two of people at least somewhat figuring out this design and building to it, they then change it in a way that isn't backward-compatible.

The particular restriction of economic influence to the same body was mentioned behind the sign saying beware of the leopard in the Pilot's Handbook but that's certainly easy to miss if you don't know you need to look for that information, or don't have the background in understanding the game's existing economy to interpret the sentence. On the other hand things like "what does wealth do?" feel like Frontier just has a collective memory lapse over them never telling us that (it's at least the third time over the last decade they've mentioned it as if we're expected to know what it means and even be able to see what value it has for a system)

My colony turned into Colony/Refinery after completion so the Refinery Hub 'did' the trick. The planetary outpost is only exporting Copper and Polymers and Nerve Agents. It makes me wonder if there'll be other commodities that show up or if I need to put more refinery hubs or extraction hubs perhaps?
Planetary outposts are weird - they seem to pick just three exports from the full list. If you build something else in the system which changes the system variables like wealth, you'll get a different three. (It's presumably not technically random, since if you don't build something else it keeps a consistent three, but it might as well be for all the actual control we have over it)

It's not clear if this is a bug or intended, of course.
 
honestly I don't understand why they would restrict it at all within a system. Even with the regular lore of the game, which you can see just by flying around in supercruise, ships are moving and trading between planets. I don't understand what they're trying to achieve with this design. What was the point?
because if they would just all influencers (structures) work system-wide, you could not build specific stations selling specific stuff.
In my System A " has 6 slots, in Orbit my primary port - Scientific Outpost.
To bolster output, variety of commodities and refill, I built 2 Hightec, 1 Scientific and 1 Industry-Hub on the surface. So that A 2 will be a viable market for Hightect goods.
On neighboring A 1 (5 Slots) I´ll build 3 Industry-Hubs and in Orbit a Coriolis, so that Market will be influenced in direction industrial Commodities.
If all that influencers would work system-wide, all stations would have the same market/commodity-mix - a Caesars-Salad so to say, and nothing could be developed into a specific direction.....
 
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