Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

Powerplay

...
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
        ...

Have pods been removed from power wreckage signal sources? This was my main complaint with pods being turned off, that it made salvage half as effective.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
Best patch so far, well done folks.
Particularly love that you're giving link information to the player before construction
 
Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types. (I've added this to the main body of text as well)
does the weak link introduced economy eat into some of the commodities though?

example your main port is 100% refinery, and a weak link economy of Industrial from another planet 200000 ls away enters the port and totally eradicated the metal production.
 
I appreciate the details. I am excited for these changes and may just slam some more construction in antici.....pation.
 
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This is outstanding! Thank you, thank you for the detailed description of the economics and linking. The update will answer pretty much every question I've had so far while experimenting with Trailblazers.

I'm now going to pause what I'm doing and explore a bit while I wait to see the state of my systems next week.

LP
 
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Ohhh, fun. Let's play!

@Phil W
I don't know if it could be said a bit more clearly but when it is said that:

Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting
Yes. As well as everything built on the body (strong link) and everything in the system (weak links). Depending on what economy types are present via strong links, other details can enhance or decrease those influences.

If on a current ice world or a rocky ice world, they are full of refinery hubs, will my orbis convert into IND/REF regardless?
Let's start with the basics. Placing a port with "colony" on an ice world is now "Industrial" once it completes. A port on a rocky ice world is "Industrial/Refinery".

Placing refinery hubs on the planet will buff the Refinery side (strong links), so that Industrial is now Industrial/ Refinery and the other is Industrial/Refinery+. How much for a strong link has yet to be revealed.
Or is the IND kicking in only if I make an IND facility? In the case that a current orbis has a reshaped economy effectively removing the "override", does it also need to not have a secondary economy that would be colony, causing the condition to trigger?
If you are placing a port with a default economy of "industrial" and not "colony", there would be no override, no matter where you put it. Say, a Tier 2 Industrial Outpost.

The orbital body patch note is definitively an "override" on "Colony" economy. Once something is built, the "colony" is changed to whatever economy type the facility is orbiting or on. Everything else listed (links, body details) is "enhancing" and/or "buff/debuff" economies (and makes no specification of a "colony" economy). I assume the base is the planetary override (or specified port economy) and you add/subtract everything else onto that. This allows a single "colony" port in an otherwise empty system to be "something" beside POO-POO-PRODU(cer).
Or, if the colony is already made, this is only applied from the construction menu (meaning only past the update)?
In the case of the patch, all systems will be refigured for existing builds. As you add facilities going forward, the calculations will be reworked as you finish the facility. Like a Jenga game, everything you add has the potential to change everything in the system.

I am hopeful that as architect we could eventually decide on an on/off for the I/O system with the links to shape the system with a bit more control, or to specify a station focuses on remaining a mono-economy .ie: we'll make a station focused on IND not far from here but all ressources here will be for a REF.
Probably not. If they were going to allow an architect to decide, they would have gone to none of this trouble. Because, technically, you cannot tell the population of your system what to do.

You want an Industrial port? Start around (or on) Gas giant, Rocky Ice or Icy. Bonus for geologicals. Place in a system with pristine or major resources (boost). Place facilities with "industrial" economy on and around the local body (strong links), to overcome weak links from the rest of the system. If you want a mono economy, place nothing but "colony" and "industrial" facilities in the system.

With careful planning, and the right system, you could eventually have two ports, one Industrial 90%/Refinery 10% and the other Industrial 10%/Refinery 90%.
 
I would love the choice, as the system architect to be able to disable planetary influence if I don't want it. The current changes are likely to ruin my current refinery coriolis as it is orbiting an icy body that has two slots that contains two refinery hubs. These were built and completed before the initial planet based economy change hit.
Icy body starts with "industrial". 2 refinery hubs will upgrade it to "Industrial/Refinery". What the percentages will be are unknown at this point.
We're still not sure exactly what the weak links will do but I have a feeling that the strong links will have a direct effect on the market proportions while the weak links may just be boosts to available stocks in the stations.
Nope. Weak and strong links will add % to the coriolis economies. Again, no idea at proportions yet. Population will determine how much is produced, while I believe the existing method of how close to 1 an economy is will determine proportions of products.

I'm going to assume my current refinery will become useless when this patch hits though so maybe I'll do my best to stock up my carrier before then.
I don't believe that's totally necessary. It depends on what's happening in the rest of the system. You can certainly add facilities elsewhere in the system with refinery economy to increase the weak link percentage (again, I assume 1 is the goal). Without know what you've done so far, and what your system layout looks like, it's hard to answer.
 
Exciting update, I look forward to seeing how this plays out in complex systems.

FDev it would be great if architects had the opportunity to re-specialise settlements or orbital facilities by re-paying a portion of the facility cost. We will have a lot of poorly performing systems out there that would benefit from some tinkering. It would also give players an ongoing play loop of managing systems for optimal output depending on their goals. I could see this playing into powerplay or BGS. A system architect discount on commodities in the system would also be attractive.
 
@Phil W love the changes, but could we get a ground based contraband supporting facility please, to round out that economic type and enable a strong link for it from the ground? Compared to the other economic types, this seems to be a bit missing when it comes to contraband.
 
does the weak link introduced economy eat into some of the commodities though?

example your main port is 100% refinery, and a weak link economy of Industrial from another planet 200000 ls away enters the port and totally eradicated the metal production.
I suppose it could and probably should since you are benefiting from the push it should not be a free one. But this all generally scales linearly. Just build more of the thing you want a surplus for.
 
Brilliant. Awesome. Thank you.

I'm sure that there will be some faults in this release. I'm OK with that. Having some basis so that we can go "That seems to match the design" vs "That might actually be a bug" is going to make life a lot saner and less stressful for everyone involved.
 
Fdev could this opportunity for piracy and smuggling of stolen goods be thus..
That an all anarchy colony, (anarchy controlled), with pirate bases etc have stolen commodities sold at a much higher price. Making theft & smuggling far more worthwhile once more. I mean it wouldn't nessesarily need a black market, as the colony is as bent as a nine bob note so selling dodgy stuffz openly would be ok? Within the system.

Thanks for fixing the concord cannon reload bug.
And wow what a patch this will be. Legend!
 
Another point..
Anarchy systems currently are targeted for merits data and missions on the ground (tourist bases for example) cmdrs farming without incurring a bounty or noteriety.
So it'd make sense for anarchy colonys to NOT build any lootable planetary bases.
So is there a mechanic whereby anarchist colonys (pirates, smugglers etc) can circumvent this issue? Perhaps a local militia that only responds to attacks in a police like fashion to waylay these passing marauders hehe? In effect... security. Who in turn would not respond to the controlling anarchy factions misdeeds locally?
We're bent! So it's ok. But the goody two shoes brigade which up till now have had total impunity, are way out of character.
Literally the lore makes sense.
Thus allowing us to build ground bases which would have considerable consequences if attacked (farmed).
 
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Agriculture economy:
  • Boosted by:
    • Orbiting an Earth like world
    • On or orbiting a terraformable body
    • On or orbiting a body with organics
  • Decreased by:
    • On or orbiting an icy body
    • On or orbiting a planet that is tidally locked to its star
    • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
So on that last note of tidal locks, if you're building agricultural economy structures on a tidally locked moon of a non tidally locked planets (like most gas giant moons) the agricultural economy won't suffer a decrease in effectiveness?

On a related note we'll have to test how boosts and decreases effect one another. For instance if you are doing agriculture on a tidally locked planet with organics is that a net 0 or does one have a bigger effect than the other?
 
One thing I didn't see in the list and I'm wondering about is on controlling factions in a colonised system. After changing the faction, new constructions are still under the control of the previous faction. Has this been addressed or is it still being worked on?
 
My guess is that other than sniping away 'on the line' exploited systems its been all but impossible to really undermine anything and so the weight has been towards unyielding expansion.
Yeah, they probably looked at the statistics and deduced that it's currently too hard to undermine a system, which disincentivizes players from doing so. When it becomes easier hopefully players will engage more in it.
 
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