not necessariliy so. If they implement a logical structure
Don´t kill me on the numbers, they are an example and need be balanced by FDev....
Every landable Planet represents a micro-market.
Installations there supply/get goods to a Hub located on that landable.
The Hub distributes to a Market (Port/Station).
Landable Body has a Port? 90% of goods go there.
Landable has a Station in Orbit? 90 % go there
Landable has both? Port get 70% Station gets 30%
currently they are not. under current system they have no influence at all AFAIK. Just nice to look at.Question: what is the best kind of system for an Agricultural economy?
You'd think having earthlikes or water worlds would be more suited to being Agricultural, but are they?
My Tier 1 (Ourea) extraction ground base has turned into a real base, not a building site!
12 hours after I did it. (Though the additional tier 2 construction point was available immediately.)
No on-foot missions yet, though.
I didn't have to wait for next week's tick. So I don't know what's going on with the delays of construction sites going operational as finished installations.
At the moment (and much like the existing ports) planets seem to have no bearing on a colonised system.Question: what is the best kind of system for an Agricultural economy?
You'd think having earthlikes or water worlds would be more suited to being Agricultural, but are they?
A lot of that is just plain wrong, I thinkThere are some potentially helpful comments under Buur's latest YouTube video, though I don't know whether they're too generic. The trade route stuff was new to me.
e.g. View attachment 422494
Interesting. What do you think about these statements? Some seem dubious to me (planet type influencing goods?).There are some potentially helpful comments under Buur's latest YouTube video, though I don't know whether they're too generic. The trade route stuff was new to me.
e.g. View attachment 422494
That's wildA lot of that is just plain wrong, I think
- you can start with a manufacturing type of economy (and it's often easier to, as they're available as outposts, etc.). Starting with extraction and moving to refinery and then manufacturing is how you bootstrap a self-sufficient economy in the X series; it doesn't apply here as the ED economy is much more abstract [1] (the boost to Wealth from extraction might be important, but you could equally obtain that from Tourism)
- "each planet type will extract different materials" is almost certainly false; certainly asteroid bases don't seem to be affected by the ring types they're in, for example
- there doesn't appear to be any quantitative advantage (or disadvantage) to having a different economy to neighbouring systems, though if you were trying to build up out-of-bubble production there's obviously an advantage to diversifying so you aren't wasting time building lots of industrial if someone in the next system already has a big industrial economy you can just buy your supplies from instead
- trade lanes in the in-system sense are just drawn between the larger dockables and don't imply any actual trade
- trade lanes between system don't affect production except in the case where selling to your system creates a Boom state and increases supply of most commodities that way (but if you keep trading and end up in Investment, that will then reduce supply)
- pirate attention is not related to the number of previous trips to that station (security level, yes)
[1] For example, I built an Extraction Settlement last night, and my Agricultural station changed from producing Algae, Fruit and Grain to producing H-Fuel, Tea and Leather. There is no plausible explanation for that in terms of concrete X-style inter-station trading flows, though it does provide further evidence that we aren't purely replicating NPC markets here.
Question is, what do you mean by that?I still don't know whether the products from an asteroid base would supply the four slot industry.
Yes - the contributions to things like Wealth, Development Level, etc. are global effects which work on every station in the system.Clearly a surface settlement does not need an orbiting station AROUND THAT PLANET to boost production
Yeah, I'm a big X4 player and the supply chain is very logical and I suppose I'm stuck in that mindset. In Elite, it seems like if you wear purple polka dot pants, it increases your planetary stats (?). Still, I see what you mean. I have to think differently.Question is, what do you mean by that?
Stations don't "supply" each other.... in the sense that if you had, say, a refinery (which demands minerals, supplies metals)... regardless of whether or not there was an extraction facility in the system, that Refinery market would (all other things constant) still have the same supply and demand.
In other words, there's no "supply chains" you need to build here to get, say, high tech/industrial goods. Just build a facility of that type (e.g a HT outpost) and it'll produce that stuff.
Yes - the contributions to things like Wealth, Development Level, etc. are global effects which work on every station in the system.
(Exactly which ones of those are important for production is harder to tell, though)
That makes sense to me too. However, the boost in DEV did not affect the Asteroid base in the asteroid field at all. So I am wondering how exactly we interpret "system influence". Is it local after all?
Should be pretty good!Question for the system architects reading this, is this system good enough and how would you go into turning it into a forward supply base for colonization?