I’ve had this issue and dealt with it by parking my FC in uninhabited systems.Well ill go to the foot of our stairs, i never knew that, isn't my carrier a bit of Utopia? Cant i claim diplomatic immunity?
O7
"We value your time" works fine, BTW...It's a shame "We don't like it, but we'll have to go with it" is too long for an Outpost name.
Please make ports adopting economies from the nearest "neighbors" if their own planetary body cannot provide an economy.
For example a port orbiting a gas giant with moons picking economies from settlement on those moons.
That would make a lot of sense, and that would make a lot of automatically placed primary ports actually getting an economy other than Colony.
No. I have 1 data point for this scenario:can 2 space farms in orbit make an orbis or coriolis an agriculture market?
Given my lack of knowledge when starting I've locked my initial Coriolis in to Colony economy. I would like to replace some structures, however its not simple - what if the structure you are destroying is the prereq for another one? Do I have to destroy all Security Installations if I want to destroy the one relay station I have? What happens with the construction points if you destroy a structure which gave a tier 2 point, you now have a deficit for one of the tier 2 structures, so do I have to destroy one of those or at least pay a tier 2 construction point to destroy a tier 1 structure?I would also welcome an option to cancel construction projects or even destroy structures, even complete ones and even if all invested materials would be lost. That action could block a slot for concurrent constructions to prevent it from straining the servers too much.
Good points.Given my lack of knowledge when starting I've locked my initial Coriolis in to Colony economy. I would like to replace some structures, however its not simple - what if the structure you are destroying is the prereq for another one? Do I have to destroy all Security Installations if I want to destroy the one relay station I have? What happens with the construction points if you destroy a structure which gave a tier 2 point, you now have a deficit for one of the tier 2 structures, so do I have to destroy one of those or at least pay a tier 2 construction point to destroy a tier 1 structure?
High Tech/Refinery economy and High Security. Above average Standard Of Living.I've heard this said a few times... what's a "balanced system" mean? Like, I could hazard a guess, but all those guesses result in a system that is bad at everything and good at nothing, instead of two systems that are good at one or two things, and create opportunities between the two.
The extreme case of this is a system I've mentioned a few times now, where there's five different economies run out of the one station... it buys everything and sells hardly anything.
In those games, if a building is destroyed for any reason (enemy action, player chooses to delete it, etc), the dependencies all break until the chain is fixed. This too, is not a new concept, and could be implemented by following such an example.
The problem right now (maybe stretching the analogy as I guess the outposts with fixed economy work as you stated, but tier 2 and 3 don't) is that in order to sell those iPhones you have to have the store on the same icy planet as the iPhone factory or in orbit around it. You can't put the iPhone store anywhere else in the system. If you invested in a big shiny store in the initial location around a non-landable planet it will never get any stock to sell regardless of how many iPhone factories there are in the system. All the shiny store will sell is Hydrogen fuel and Biowaste.The factuals are that the buildings you place are what produce the goods you want. You want to sell iphones? Build high-tech stations. Doesn't matter if the only planet you have access to build on is 100% ice. Build the Apple Store and iphones will be there. In some ways this makes things easier, and in others, it makes it less cool to colonize anything because it's just more space to build buildings.
I think we all want to believe that things like commodity markets are affected by the resources innately local or near to systems.
Frankly, I want to believe that a systems self sufficience is based around what resources are available in system and nearby, with the possibility of importing and exporting goods as needed, as long as those goods are around.
Simple fact is, the game has never worked that way.I think we all want to believe that things like commodity markets are affected by the resources innately local or near to systems.
Frankly, I want to believe that a systems self sufficience is based around what resources are available in system and nearby, with the possibility of importing and exporting goods as needed, as long as those goods are around.
exactly, i cant get thru those people who really think demand and supply system works while in the codex its stated how things are suppose to be. and in reality we got proofs those are never been the case.Simple fact is, the game has never worked that way.
That the mechanics of this have never been front-and-center to play though, which means your average punter had nothing else to go on except to make up how they think it was going to work, then be disappointed when the existing mechanics aren't what they thought they'd be on first interaction.