I oppose that - first they should fix the markets from Micro-Markets only to Micro-, Regional (Planet plus Moons plus orbits) and global (allinfluencers).its been a month in the live beta, we did our jobs
now lower the hauling costs so we can start other systems from 0
Yeah but thats probably not possible in their system, reducint a number by 50% is.I oppose that - first they should fix the markets from Micro-Markets only to Micro-, Regional (Planet plus Moons plus orbits) and global (allinfluencers).
Thats currently the biggest problem IMHO
Very intriguing - I'm wondering if 'population' might also have a bearing on increasing the commodity types? - Another thing it got me wondering on is if it depends on what minerals are actually being imported into the refinery? - e.g. I don't think my extraction locations nearby are creating any Haematite so technically, I shouldn't expect to see Steel refined and therefore be at the Planetary Outpost? (maybe I'm thinking too complex for what the actual system is doing - i.e. just random).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.
Very intriguing - I'm wondering if 'population' might also have a bearing on increasing the commodity types?
but that is exactly what they announced to do - how else you want get eco-influence to a station which orbits a non-landable or the primary star....Yeah but thats probably not possible in their system, reducint a number by 50% is.
They decided to skip beta so youre vere optimistic thinking they will make a big change like this.
Population might, though see below on "how do you increase this anyway?"Very intriguing - I'm wondering if 'population' might also have a bearing on increasing the commodity types? - Another thing it got me wondering on is if it depends on what minerals are actually being imported into the refinery? - e.g. I don't think my extraction locations nearby are creating any Haematite so technically, I shouldn't expect to see Steel refined and therefore be at the Planetary Outpost? (maybe I'm thinking too complex for what the actual system is doing - i.e. just random).
Correct. It's imprecise (and no chevrons doesn't mean no increase at all, it just means "increase less than one chevron")It also made me wonder - probably a very silly question but what do these mean within the attributes of building a colony (I've put my best guesses on some but grateful for any thoughts)
- Population Increase: The immediate rise in the system's population upon completing the facility?
It certainly implies that, but if so no-one has figured out how to do it yet, that I know of.
- Maximum Population: The maximum cap to which the system's population can grow as a result of the new facility? - if so does it mean populations continue to increase after a build on some colonies? (i.e. over time)
Yes - low security is required for Interstellar Factors, higher levels reduce supercruise piracy and the chances of mission enemies showing up. May also have other as yet unknown effects in the context of colonisation.
- Security: Represents the safety and stability within the system. Higher security levels can reduce crime and piracy? Lower security promotes pirate activity /missions?
These are all much more of a mystery since unlike Security (which at least shows up on the map in the broad low/medium/high terms) these are completely hidden variables and Frontier has never explained anything much about them, or provided any way to see their values in-game.
- Tech Level: Not sure about this one but what would increasing tech level lead to? - more expensive commodities?
- Wealth: Reflects the economic prosperity of the colony, potentially influencing trade volumes?
- Standard of Living: Does this influence population growth and happiness?
- Development Level: Not sure what this one means either - any thoughts?
This is a bit off-topic but I can't wait for someone to be asking "Why can't I land on this planet with 12 million atmospheres that is a few thousand kelvin above its parent star's [surface] temperature?" if that becomes a thing.
yep, you are right in that regard..... assuming that has to be the only possible rule that has any effect, and that ain't so.
Most of the pre-existing Bubble ports were old, whereas the proper test subject should be a new colony... say, Colonia... so what economy and commodities does Jaques Station have? Besides the hand-built Rare of his Quinentian Still, of course.View attachment 422421View attachment 422422View attachment 422423
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
View attachment 422424
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.
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.
Colonia was made by FDev using their generic system (same with Pleiades, Witch-Head, Coalsack, Lagoon etc). Trailblazer is completely different. Thats the reason you cannot copy a FDev-Layout and expect it to workMost of the pre-existing Bubble ports were old, whereas the proper test subject should be a new colony... say, Colonia... so what economy and commodities does Jaques Station have? Besides the hand-built Rare of his Quinentian Still, of course.
Jaques is about the least plausible station to use for anything on the NPC side, since it's been repeatedly hand-edited by Frontier away from any normal procedural behaviour. All major dockables in Colonia have some element of Frontier hand-editing, for that matter - generally to boost their productivity above what the system population would normally "allow", or to ensure that all the old CEI surface bases are "comparable", or similar.so what economy and commodities does Jaques Station have
I would say these are all consequences of a single (largely documented, if perhaps a bit too concisely) ruleset:However, separate to all of that, there are other, unrelated (and undocumented) rules which affect system-wide economy weightings, and another bunch of rules which affect some Outposts that create a specific economy type on that Outpost when built.
So is this the rule?I would say these are all consequences of a single (largely documented, if perhaps a bit too concisely) ruleset:
- economy: has this economy intrinsically on itself, doesn't influence other economies
I was just looking for that bit about poor translations / wording, yeah, I knew we'd discussed that somewhere. This speaks directly to the point of this here GalNet announcement.- 'system' economy influence: misnamed by Frontier in the English translation (and apparently even worse in Russian), should be called "body economy influence", affects the economy of all major stations (i.e. not settlements or hubs) on/around that body to convert them away from Colony and towards the Influence
Get the sentiment I think, but, point of order...- "system economy": as it always has been for the last decade, just a weighted sum of station economies, which doesn't intrinsically affect anything back on the stations themselves (it just changes your system colour in the galaxy map filter)
2. "Some constructions have system economy influence"Some constructions have both economy and system economy influence, and both then apply.
I think I'm more worried about properly qualifying "that" so we can pick holes in "exceptions to that" ...I'm not aware of any discovered exceptions to that yet. What cases are you thinking of?
Orbital Outposts have three distinct types - as shown accurately for each in the build interfaceSo is this the rule?
Outposts have a "local" economy of the type you'd expect for the type of Outpost (assuming all the Outposts are labelled the right way around in the UI!)
- Installations will drag the system-wide economy in one direction or another
- Installations will drag starports which share their surface or immediate orbit
- Installations will not influence Outposts at all
Exactly that.Get the sentiment I think, but, point of order...
1. "just a weighted sum of station economies" strictly contradicts
2. "Some constructions have system economy influence"
Unless - in this second rule, you mean "system-in-the-sense-FDev-have-misused-the-word" and what you mean here is "some constructions have influence on anything in their body scope, which in turn influences the entire multi-body system via the as-is weighted average mechanism for whole-system economy"
There are two ways to get an Extraction economy on a major dockable station.So, to influence economy after completion of outpost/station I have to build a planetary extraction operation? Is it like a requirement?
Brill, thanks. It's interesting the criminal element is the oddball. I'm sure adding "Contraband" to the galaxy map will be done when FDev finally get around to realising that one should be able to buy things from black markets too.Orbital Outposts have three distinct types
Thought so but wasn't 100%.Installations:
- have no intrinsic economy so should never influence the weighted system-wide economy sum just by existing
And have a live bug where some are labelled the wrong way around in the UI, so you ask for one Installation and you get a different one.- usually (though not always) have SEI so influence things in orbit/on their body
Yeah that is the subtlety I was poking around for I think.[2] Well. Okay. SEI - if applied correctly (and as quietly documented...) in terms of placements - will convert the economies of your big stations to the SEI type.
"Force multiplier" innit.That will have a much greater effect on the weighted sums of the station economies than the asset emitting SEI does on its own.
That is an eternal problem with documenting engineering, whether it's data, software, or hardware.(This is what happens when the devs play their own game: they use their background understanding of all the secret stuff to think they've explained things perfectly well.)