Market Economy of Coriolis is wrong

Hi,
in my System Tucanae Sector CL-X C1-1 i have 2 Planets which circle around each other. On the first one i have built 2 Mining Settlements, on the second one 2 Refinery Hubs. Then i built a Commercial Outpost in the orbit of the planet with the 2 Mining settlements. Result: The Commercial Outpost has "Refinery" as economy and sells a lot of typical refinery goods. Interesting because the refineries are on the other planet. But perfect so far. Now i added a Coriolis Starport in the Orbit of the planet with the 2 Refinery Hubs, expecting to get the same Economy. I am quoting Paul_Crowther "The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting." (https://forums.frontier.co.uk/threa...tion-facilities-markets.635519/#post-10582823).
Well - the economy of the Coriolis Starport is 100% Colony and guess what it's selling: :poop:
I'd like to have an explanation, why the Starport doesn't sell the same goods as the commercial outpost.
I already spent a lot of time building and testing stuff but the results are disappointing. Without knowing how the game works i have to waste too much time to build large starports and only getting biowaste.
 

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I bet it matters that you built the Coriolis Starport after the refinery hubs were already constructed. The game is probably missing a check for economy influence structures on initial construction, and only updates the economy once a surface site is constructed after the station is completed... Just a guess, and definitely needs fixed if it's actually how things currently work. Especially since players will construct the hubs first so they have the points for the coriola station...
 
I bet it matters that you built the Coriolis Starport after the refinery hubs were already constructed. The game is probably missing a check for economy influence structures on initial construction, and only updates the economy once a surface site is constructed after the station is completed... Just a guess, and definitely needs fixed if it's actually how things currently work. Especially since players will construct the hubs first so they have the points for the coriola station...
I built the Commercial Outpost after the surface buildings, too. So no difference. And the build-order shouldn't make a difference.
 
I'll go for: the capacity of the underlying supply chain is not capable enough to deliver both station.
The coriolis starport has not 20%, not 50%, not 70% - it has 100% colony. That means there is absolutely no impact of the surface settlements.
 
Stop spreading misinformation about the order of builds, the simple answer is that FDev have messed up again.

They said they reverted to the previous system of economy influence, however clearly they haven't.

Under the previous system they apparently reverted back to, 2 weeks ago I built a T1 surface port first then 2 refinery hubs, the port became 100% refinery, the commodity market is still empty but that's yet another bug. After that I built a Coriolis, it took influence from the Refinery hubs but also the Industrial outpost next to it to produce a hybrid commodity market.

Just now one of my other Cmdrs built 2 refinery hubs under a colony outpost and nothing has happened, still 100% colony. It's broken.

At some point there may be some communication about this, but probably not, more likely they will silently change things behind the scenes and break something else and let us again try and work out what's happening. I'm not too sure whether they don't know what's happening or simply don't care as long as people are spending cash on a glorified underwhelming Courier, they're happy.

The only safe thing to do with colonisation at the moment is find and colonise new systems with an outpost. However looking at my friends list, and the activity on the forums most people have given up due to the bugs and complete lack of communication from Fdev.
 
Stop spreading misinformation about the order of builds, the simple answer is that FDev have messed up again.

They said they reverted to the previous system of economy influence, however clearly they haven't.

Under the previous system they apparently reverted back to, 2 weeks ago I built a T1 surface port first then 2 refinery hubs, the port became 100% refinery, the commodity market is still empty but that's yet another bug. After that I built a Coriolis, it took influence from the Refinery hubs but also the Industrial outpost next to it to produce a hybrid commodity market.

Just now one of my other Cmdrs built 2 refinery hubs under a colony outpost and nothing has happened, still 100% colony. It's broken.

At some point there may be some communication about this, but probably not, more likely they will silently change things behind the scenes and break something else and let us again try and work out what's happening. I'm not too sure whether they don't know what's happening or simply don't care as long as people are spending cash on a glorified underwhelming Courier, they're happy.

The only safe thing to do with colonisation at the moment is find and colonise new systems with an outpost. However looking at my friends list, and the activity on the forums most people have given up due to the bugs and complete lack of communication from Fdev.
I was really excited about the colonization update, but now i'm just disappointed. the markets don't work properly and there's no documentation.

In addition to the problem described above, i have an agricultural settlement which sells nothing for weeks now (another one on the same planets works). Another Coriolis with a mining installation next to it, sells only biowaste. Basically all the large Ports have no useful markets and don't ask me, how much time it took me to build all that stuff. Looks to me like a big waste of time.

Due to the lack of information from FDev i don't even know if i'm doing anything wrong or if it's bugged or if it works as intended. Is it too much to ask why it doesn't work?
 
Another System, another Commercial Outpost orbiting a high metal planet with 2 extraction settlements. And another market with only biowaste. 100% colony and no influence from the surface settlements. Nothing works.

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They said they reverted to the previous system of economy influence, however clearly they haven't.
They reverted. They just reverted further than you thought they'd revert. All the way back to their original trailblazers release version of nothing works. They haven't made it far enough through the reimplementation for stuff to start working again.
 
They reverted. They just reverted further than you thought they'd revert. All the way back to their original trailblazers release version of nothing works. They haven't made it far enough through the reimplementation for stuff to start working again.
Did i miss some official information from FDev saying that we can stop wasting our time because Trailblazers is completely broken? Or what is your source?

My last information was that they adjusted some rules redarding the economies/markets.
 
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It is definitely broken. They haven't confirmed that it is broken.

Source is, in part, the 108 page thread in the Background Simulation sub-forum.
 
Did i miss some official information from FDev saying that we can stop wasting our time because Trailblazers is completely broken? Or what is your source?
My source is their statement about the economy revert and my own testing before and after the revert over the course of the entire test period. They never said what exactly was being reverted so we had to test it. Testing after the revert showed no economies were working. Over time they're adding back but they seem to be slowly making the exact same changes as before. We haven't returned to the state where they did the revert but we've now got the same odd market state with orbital installations that they had before they got the influence for orbital installations to work. They're working on it and making silent changes again but they appear to be the same changes slowly trickling in.
 
Did i miss some official information from FDev saying that we can stop wasting our time because Trailblazers is completely broken?
If the concept of "wasting your time" is meaningful to you with respect to playing Elite Dangerous, especially if the market type a station has matters to you, then whether Trailblazers is completely broken, slightly broken, or working fine as currently designed but subject to possible design change, you should avoid interacting with it (helping other players build their constructions aside) until the Beta is over and its state (including any bugs promoted to features) is stable and understood.

Frontier's threat to "investigate ways to allow all facilities to find a route to market elsewhere within that star system" remains open. Almost all possible ways of doing that (including all of the ones I've seen players suggest) would be incompatible with at least some existing system build intentions, though perhaps not always as spectacularly as the escaped "planet type economies" one did.
 
Didn't fdev say that it'd take a few weeks to kick in. Idk how their prediction is gonner work out. But we have to give it time. I'm in the process of constructing a tier lll orbital. But l won't finish it 100% (even though i can) before a few weeks have passed. This is intentional.
It'll be 99% ready but lll hold off. Awaiting the changes to kick in.
 
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Didn't fdev say that it'd take a few weeks to kick in.
This has never made sense to me. If the economy changes trickle in over time, then we would be seeing changes by now, even small ones. On the other hand, I cant think of any reason why changes like this would require weeks to be reflected in live - especially when the last erroneous change was made overnight.

It just screams of a misunderstanding or unintentional embellishment at the dev<>community facing staff level.

They made the reversion. It will take some weeks to sort the rest out. I can see this being the real announcement.

Somewhere along the way it became 'we made the reversion and itll take weeks to sort out', and then given that the reversion hasn't gone to plan, people are just assuming we need to 'give it time'.
 
Markets are not only decided by assets within the system but also the trading partners in next door systems. You can see how this works in-game.

This would explain that propagation of the market mechanism can indeed take multiple cycles. Be it weeks or days I do not know.
 
Markets are not only decided by assets within the system but also the trading partners in next door systems. You can see how this works in-game.

This would explain that propagation of the market mechanism can indeed take multiple cycles. Be it weeks or days I do not know.
No, market is decided by planetary body assets only (settlements and orbitals). All colonization stations are different from regular stations.
They have a special designation "colonization" in the journal.
 
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