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

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
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
 
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
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.
 
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? - 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).

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?
  • 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)
  • Security: Represents the safety and stability within the system. Higher security levels can reduce crime and piracy? Lower security promotes pirate activity /missions?
  • 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?
 
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.
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....
 
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).
Population might, though see below on "how do you increase this anyway?"

Imports is unlikely if only because - other than the obvious ore to metal chains reflected in the Refinery contact - how would you link specific products up anyway.

The other thing is that the switchover can lose previous production.
- my Agri outpost was producing Algae, Fruit and Grain
- I built an extraction settlement a few moons away
- it now produces Hydrogen Fuel, Tea and Leather

Neither the loss of Algae production nor the appearance in Leather production can really be explained directly by my system having more extraction production than it previously did.

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?
Correct. It's imprecise (and no chevrons doesn't mean no increase at all, it just means "increase less than one chevron")

  • 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)
It certainly implies that, but if so no-one has figured out how to do it yet, that I know of.

  • Security: Represents the safety and stability within the system. Higher security levels can reduce crime and piracy? Lower security promotes pirate activity /missions?
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.
  • 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?
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 may affect which station services are available at some stations. It may affect what you get in Outfitting/Shipyard if you have those services.
Development Level appears to be the one with the most significant effect on station production levels, but that needs further testing to confirm, and it's not that the others don't have any effects
 
Thanks for this! really insightful cmdr! o7

It'll be interesting to see what further tweaks they apply to the colonisation functionality (particularly on the influencing economy strand).

Wondering if anyone's made a specific thread that shares their bases etc (just to see how everyone is doing - at least from an aesthetic place) I see there's a thread about systems and planets but not sure if there's a dedicated thread for showing our bases.
 
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.

That might be a fair question if they were just done taking off from that 25G world.
 
The issue that GalNet confirmed uses some specific language and some loose language. It is very specifically talking about orbital starports, so this rule about the planetside settlements influencing the station economy *only applies to Coriolis and Orbis according to that announcement.

The loose language about bodies and orbits doesn't make it clear whether or not a moon of a moon would pick up the planetside settlement effects, and the consensus in the fact-based discussion on the forum seems to be that it doesn't, but I just want to note that the GalNet announcement is not clear either way. Paul's put a pretty heavy hint there that it might change in the near future, too.

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 that's at least three things going on here, and the GalNet "clarification" only narrows down one of them a bit. Therefore don't leap to too many conclusions, but you can narrowly assume if you build Refinery stuffs on a body and there is a Coriolis orbiting that specific body the Coriolis will skew towards Refinery and therefore you should get some Insulating Membrane. Even if the economy is not labelled Refinery overall.

If you want an as-is BGS comparison, of the 9 stations I used one way or another to get Membranes only 3 of them were actually labelled Refinery; 5 of them were in three systems shown as exporting Refinery on the map, and the other four you'd have no clue the 1-2t of Membrane was there unless you visited or you used the market comparison stuffs from the Market UI.

I just thought I'd have a rant because I see a lot of comments that talk about one rule and assuming that has to be the only possible rule that has any effect, and that ain't so.
 
.... assuming that has to be the only possible rule that has any effect, and that ain't so.
yep, you are right in that regard.
The other stuff - well, you compare apples and peaches. The markets you did go to are generic FDev-Systems which did have their Eco implemented top-down and structures/installations added AFTER THE FACT (and subsequently through the iterations of the game).
Trailblazer is a complete different kind of shoes - here we have to build bottom to Top....
 
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.
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.
 
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.

Exactly why I waited for others to do all the testing in beta to figure out how the damn thing works before putting in effort myself.
 
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.
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 work
 
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so what economy and commodities does Jaques Station have
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.

There are interesting bits of information from observations of Colonia which can be applied to colonisation - but nothing in terms of "how might stations depend on each other" can be learnt there any more than the old procedural bubble can provide that.

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.
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
- '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
- "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)

Some constructions have both economy and system economy influence, and both then apply.

I'm not aware of any discovered exceptions to that yet. What cases are you thinking of?
 
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
So 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

- '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
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": 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)
Get the sentiment I think, but, point of order...
1. "just a weighted sum of station economies" strictly contradicts
Some constructions have both economy and system economy influence, and both then apply.
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"

I'm not aware of any discovered exceptions to that yet. What cases are you thinking of?
I think I'm more worried about properly qualifying "that" so we can pick holes in "exceptions to that" ... :)
 
So, to influence economy after completion of outpost/station I have to build a planetary extraction operation? Is it like a requirement?
 
So 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
Orbital Outposts have three distinct types - as shown accurately for each in the build interface
- Industrial, Military and High-Tech: these have a non-Colony economy, and no SEI property. These just have their economy (though a nearby SEI can supplement it)
- Commercial and Civilian: these have a Colony economy, and no SEI property. These have a Colony economy until something else with a SEI replaces it
- Criminal: this has a Colony economy, and a Contraband SEI. This influences itself to the Contraband economy [1], and also applies SEI to its local area.

[1] Which is shown as "Service" in the map and station interfaces, despite not behaving anything like a pre-colonisation Service economy, because Frontier ... couldn't add an extra colour for "Contraband" to the galaxy map?

Installations:
- have no intrinsic economy so should never influence the weighted system-wide economy sum just by existing
- usually (though not always) have SEI so influence things in orbit/on their body

Hubs:
- have an intrinsic economy (which may not be shown in the build interface...) so will influence the weighted system-wide economy sum by existing
- have SEI so influence things in orbit/on their body

Settlements
- all have matching economy and SEI values, so they have their own production and also influence the production of "nearby" stations

Outposts, Planetary Outposts, Coriolis, Asteroid Base, Orbis, Ocellus, Planetary Cities
- all have a default economy
- other than the criminal outpost, do not emit SEI
- all can receive SEI from nearby installations/hubs/settlement/criminal outposts which will replace Colony economy components or supplement non-Colony components
- all are much larger economies [2] than any of the Installations/Hubs/Settlements (even the T1 orbital outposts are 4-5x bigger than the biggest Settlement)

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"
Exactly that.

I call it SEI because if I call it anything else that might be clearer [2] it's then even less obvious what property I'm talking about.



[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. That will have a much greater effect on the weighted sums of the station economies than the asset emitting SEI does on its own. So if you have a Colony Orbis, and an Asteroid Base for a Colony/Extraction system economy, and then you add a bunch of Industrial SEI around the Orbis, your system economy will shift to Industrial/Extraction primarily because of the change on the Orbis, rather than the intrinsic economy size of your settlements and hubs. So in that sense, the SEI is "influencing the system economy weighted sum"

So some of the confusion comes from this being the first time in ten years that any player has had to care that much about the distinction between "system economy" and "station economy" in the first place [3]. If you already understand how this all works - waves at Frontier devs - then SEI is potentially a perfectly sensible name for the overall outcome of placing those constructions!

(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.)

[3] See also: this is only the second time in ten years that the rare ability of "understanding how the in-game economy works" has massively outclassed "getting EDDB/Inara to replace your thinking" as a way of achieving hauling/logistics goals. A lot of this we should already know and understand by the time we're Elite Traders, but are never actually made to by the rest of the game. Frontier of course does understand this stuff, so forgets most players don't.
 
So, to influence economy after completion of outpost/station I have to build a planetary extraction operation? Is it like a requirement?
There are two ways to get an Extraction economy on a major dockable station.
  1. If you have an asteroid belt cluster or planetary ring slot, put an Asteroid Base in it. That comes with a built-in Extraction economy. This is the "easy" way.
  2. Build an outpost or station with a Colony economy type, then put something with "System Economy Influence: Extraction" either in orbit around the same body, or on that body's surface if landable. Your options for this are "Orbital Installation Mining Outpost", "Surface Settlement Extraction" or "Surface Hub Extraction". (The Large Surface Settlement is probably best for converting the economy type; the other options have their own advantages and disadvantages)
(If you want an economy other than Extraction then the principle is the same, but the exact list of things you can build that come with it and things you can build that change Colonies into it will differ)
 
Thanks for the whole comment, all brilliantly useful. Responses to parts of it below...

Orbital Outposts have three distinct types
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.

There is the issue that the goods might be legit at the other end of your trade anyway, so labelling things "Contraband" at GalMap level would get tricky. It's more like labelling it Anarchy, which gets you back into the whole "Anarchy" v "Lawless" v "actually not populated thus any ship you encounter is a passing ship in international waters*" discussion.

* international waters do have rules about piracy and salvage so intersystem space is actually even wilder than that...

Installations:
- have no intrinsic economy so should never influence the weighted system-wide economy sum just by existing
Thought so but wasn't 100%.
- usually (though not always) have SEI so influence things in orbit/on their body
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.

I think I might have found another clue to what's going on there with the bug, because in my system, all four possible Tier 2 Research Stations seem to want me to build a Tier 1 bioscience installation first. Except... I can't find one to build, so I am unsure what it means by this dependency. Smells like two defects interacting.

Anyway. Love the "SEI" label - can I steal that for the Wiki? "Emitting SEI" fits very nicely in my way of thinking about it.

[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.
Yeah that is the subtlety I was poking around for I think.
That will have a much greater effect on the weighted sums of the station economies than the asset emitting SEI does on its own.
"Force multiplier" innit.

(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.)
That is an eternal problem with documenting engineering, whether it's data, software, or hardware.
 
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