Constructing a specific Economy

Summary
In impact order, these effect the Colony Economy:​
  1. The Body you build on (1.00)
  2. Specific Features on the Body (1.00)
  3. Tier2 facilities on the same Body as your Colony (0.80)
  4. Tier1 facilities on the same Body as your Colony (0.40)
  5. Extras from System Resource Quantities and specific System Star types (0.40)
  6. Extras from Features on the same Body as your Colony (0.40)
  7. Boost from Features on the same Body as your Colony (0.40)
  8. System Facilities of any tier not already counted (0.05)

Detail
Based on the patch notes criteria (linked above), and implementation of multiple Orbital Ports/Outposts of Colony type, I have confidence that i've got the formula down for calculating the Economy values for Colony ports.​
Where I talk about Ports, i'm only talking about Ports that have a default economy of Colony (as they inherit from the Body). I've done no testing with other Port types, nor Planetary Ports. I've done no testing with regards to multiple Colony ports around the same Body.​
Where I talk about Facilities, these are buildable (Surface or Orbit) that provide a stated change in the Economy.​
Stepping through the summary above, it looks like:​
Body Type that the Port is On/Orbiting (1.00):​
  • Black Hole / Neutron Star / White Dwarf (+1.00 to High Tech and Tourism)
  • Any Other Star (+1.00 to Military)
  • Earth Like World (+1.00 to High Tech, Tourism, Military and Agriculture)
  • Water World (+1.00 to Tourism and Agriculture)
  • Ammonia World (+1.00 to High Tech and Tourism)
  • Gas Giant (+1.00 to High Tech and Industrial)
  • High Metal Content / Metal Rich (+1.00 to Extraction)
  • Rocky Ice (+1.00 to Industrial and Refinery)
  • Rocky (+1.00 to Refinery)
  • Icy (+1.00 to Industrial)
Specific Features on the Body:​
  • If the Body has Organics (also known as Biologicals) (+1.00) for Agriculture and Terraforming - the type of Organics doesn't matter
  • If the Body has Geologicals (+1.00) for Industrial and Extraction - the type of Geologicals doesn't matter
  • If the Body has Rings or is an Asteroid Belt (+1.00) for Extraction - Asteroid Belt only counted if the Port is orbiting it
  • colo_asteroid.png
For Every Tier2 facility that effects a given Economy on/orbiting the same Body as the Port (+0.80 to that Economy) - These are Tier2 Strong Links​
For Every Tier1 facility that effects a given Economy on/orbiting the same Body as the Port (+0.40 to that Economy) - These are Tier1 Strong Links​
Extras from System Features:​
  • If the System has Major or Pristine Resources (+0.40) for Industrial, Extraction and Refinery
  • If the System has a Black Hole / Neutron Star / White Dwarf (+0.40*) for Tourism
    • *It is presumed but not proven that this is a singular value and is not counted ten times if the system had a Neutron Star, two Black Holes and seven White Dwarves
For each Economy that has a value greater than zero at this stage we Boost / Reduce those Economies:​
  • Boosts:
  • If the Body has Organics (also known as Biologicals) (+0.40) for High Tech, Tourism and Agriculture - the type of Organics doesn't matter
  • If the Body has Geologicals (+0.40) for High Tech and Tourism - the type of Geologicals doesn't matter
  • If the Body is Terraformable (+0.40) for Agriculture
  • If the Body has Volcanism (+0.40) for Extraction - the type of Volcanism doesn't matter
  • If the Body is an Earth Like World (+0.40) for High Tech, Tourism and Agriculture
  • If the Body is a Water World (+0.40) for Tourism and Agriculture
  • If the Body is an Ammonia World (+0.40) for High Tech and Tourism
  • Reductions:
  • If the System has Low or Depleted Resources (-0.40) for Industrial, Extraction and Refinery
  • If the Body is an Icy World (-0.40) for Agriculture - Icy World only, does not include Rocky Ice
  • If the Body is Tidally Locked (-0.40) for Agriculture

For Every Facility that effects a given Economy within the System that hasn't already been counted above (+0.05) - These are Weak Links (the Tier does not matter)​
Add up all the Economies, and that's what the Port will have.​

An example:
We build a Commercial Outpost above a Rocky Body that has Geologicals, is Tidally Locked and has Volcanism. There are Pristine Reserves in the system. There are no other facilities on the local Body nor orbiting. Elsewhere in the system there are a mixture of Tier1 and Tier2 Facilities which provide the following economical (market) links:​
colo_stat1.png
Rocky Body = +1.00 Refinery​
Geologicals = +1.00 Industrial, +1.00 Extraction​
No Local Facilities = No change (there are no Strong Links)​
Pristine Resources = +0.40 Industrial, +0.40 Extraction and +0.40 Refinery​
We add up our Economies at this stage:​
1.40 Extraction
1.40 Industrial
1.40 Refinery
For each of those three economies (we only effect Economies greater than zero) we can now Boost / Reduce:​
Volcanism = +0.40 Extraction​
This gives us the following, before we add in the Weak Links:​
1.80 Extraction
1.40 Industrial
1.40 Refinery
And finally we can add in all the Weak Links which we can handily see from numbers for:​
+0.05 x 4 = +0.20 Extraction​
+0.05 x 4 = +0.20 High Tech​
+0.05 Tourism​
+0.05 Military​
+0.05 Refinery​
+0.05 Agriculture​
+0.05 Industrial​
This gives our grand total for this Port as:​
2.00 Extraction <--- Primary Economy
1.45 Industrial
1.45 Refinery
0.20 High Tech
0.05 Agriculture
0.05 Military
0.05 Tourism
Should I want to turn this Port to have a primarily Refinery Economy, the simplest option would be to place a Refinery on the local Body (which would provide +0.80 Refinery value as the Refinery Hub is Tier2).​

Observations
Within a System (and within a single Port) the Economies feed into each other. i.e A Refinery market supplies Superconductors, and a High Tech market demands Superconductors. If you have one of each of those primary markets within the same system (or even a single port with equal/similar market values) then it may be that your High Tech market is gobbling some/all of the commodities. We also do not fully understand the extent to which Population size effects Supply and Demand of commodities. It's still evolving / being understood.​
A single, clear, lead economy for a given system may have the best results. A number of specialised Systems feeding into each other may be the optimal design, with the current implementation. That said, it's likely FDev will continue to make changes to the Colonisation model and calculations.​
E&OE

o7
 
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Summary
In impact order, these effect the Colony Economy:​
  1. The Body you build on (1.00)
  2. Specific Features on the Body (1.00)
  3. Tier2 facilities on the same Body as your Colony (0.80)
  4. Tier1 facilities on the same Body as your Colony (0.40)
  5. Extras from System Resource Quantities and specific System Star types (0.40)
  6. Extras from Features on the same Body as your Colony (0.40)
  7. Boost from Features on the same Body as your Colony (0.40)
  8. System Facilities of any tier not already counted (0.05)

Detail
Based on the patch notes criteria (linked above), and implementation of multiple Orbital Ports/Outposts of Colony type, I have confidence that i've got the formula down for calculating the Economy values for Colony ports.​
Where I talk about Ports, i'm only talking about Ports that have a default economy of Colony (as they inherit from the Body). I've done no testing with other Port types, nor Planetary Ports. I've done no testing with regards to multiple Colony ports around the same Body.​
Where I talk about Facilities, these are buildable (Surface or Orbit) that provide a stated change in the Economy.​
Stepping through the summary above, it looks like:​
Body Type that the Port is On/Orbiting (1.00):​
  • Black Hole / Neutron Star / White Dwarf (+1.00 to High Tech and Tourism)
  • Any Other Star (+1.00 to Military)
  • Earth Like World (+1.00 to High Tech, Tourism, Military and Agriculture)
  • Water World (+1.00 to Tourism and Agriculture)
  • Ammonia World (+1.00 to High Tech and Tourism)
  • Gas Giant (+1.00 to High Tech and Industrial)
  • High Metal Content / Metal Rich (+1.00 to Extraction)
  • Rocky Ice (+1.00 to Industrial and Refinery)
  • Rocky (+1.00 to Refinery)
  • Icy (+1.00 to Industrial)
Specific Features on the Body:​
  • If the Body has Organics (also known as Biologicals) (+1.00) for Agriculture and Terraforming - the type of Organics doesn't matter
  • If the Body has Geologicals (+1.00) for Industrial and Extraction - the type of Geologicals doesn't matter
  • If the Body has Rings or is an Asteroid Belt (+1.00) for Extraction - Asteroid Belt only counted if the Port is orbiting it
  • View attachment 428698
For Every Tier2 facility that effects a given Economy on/orbiting the same Body as the Port (+0.80 to that Economy) - These are Tier2 Strong Links​
For Every Tier1 facility that effects a given Economy on/orbiting the same Body as the Port (+0.40 to that Economy) - These are Tier1 Strong Links​
Extras from System Features:​
  • If the System has Major or Pristine Resources (+0.40) for Industrial, Extraction and Refinery
  • If the System has a Black Hole / Neutron Star / White Dwarf (+0.40*) for Tourism
    • *It is presumed but not proven that this is a singular value and is not counted ten times if the system had a Neutron Star, two Black Holes and seven White Dwarves
For each Economy that has a value greater than zero at this stage we Boost / Reduce those Economies:​
  • Boosts:
  • If the Body has Organics (also known as Biologicals) (+0.40) for High Tech, Tourism and Agriculture - the type of Organics doesn't matter
  • If the Body has Geologicals (+0.40) for High Tech and Tourism - the type of Geologicals doesn't matter
  • If the Body is Terraformable (+0.40) for Agriculture
  • If the Body has Volcanism (+0.40) for Extraction - the type of Volcanism doesn't matter
  • If the Body is an Earth Like World (+0.40) for High Tech, Tourism and Agriculture
  • If the Body is a Water World (+0.40) for Tourism and Agriculture
  • If the Body is an Ammonia World (+0.40) for High Tech and Tourism
  • Reductions:
  • If the System has Low or Depleted Resources (-0.40) for Industrial, Extraction and Refinery
  • If the Body is an Icy World (-0.40) for Agriculture - Icy World only, does not include Rocky Ice
  • If the Body is Tidally Locked (-0.40) for Agriculture

For Every Facility that effects a given Economy within the System that hasn't already been counted above (+0.05) - These are Weak Links (the Tier does not matter)​
Add up all the Economies, and that's what the Port will have.​

An example:
We build a Commercial Outpost above a Rocky Body that has Geologicals, is Tidally Locked and has Volcanism. There are Pristine Reserves in the system. There are no other facilities on the local Body nor orbiting. Elsewhere in the system there are a mixture of Tier1 and Tier2 Facilities which provide the following economical (market) links:​
Rocky Body = +1.00 Refinery​
Geologicals = +1.00 Industrial, +1.00 Extraction​
No Local Facilities = No change (there are no Strong Links)​
Pristine Resources = +0.40 Industrial, +0.40 Extraction and +0.40 Refinery​
We add up our Economies at this stage:​
1.40 Extraction
1.40 Industrial
1.40 Refinery
For each of those three economies (we only effect Economies greater than zero) we can now Boost / Reduce:​
Volcanism = +0.40 Extraction​
This gives us the following, before we add in the Weak Links:​
1.80 Extraction
1.40 Industrial
1.40 Refinery
And finally we can add in all the Weak Links which we can handily see from numbers for:​
+0.05 x 4 = +0.20 Extraction​
+0.05 x 4 = +0.20 High Tech​
+0.05 Tourism​
+0.05 Military​
+0.05 Refinery​
+0.05 Agriculture​
+0.05 Industrial​
This gives our grand total for this Port as:​
2.00 Extraction <--- Primary Economy
1.45 Industrial
1.45 Refinery
0.20 High Tech
0.05 Agriculture
0.05 Military
0.05 Tourism
Should I want to turn this Port to have a primarily Refinery Economy, the simplest option would be to place a Refinery on the local Body (which would provide +0.80 Refinery value as the Refinery Hub is Tier2).​

Observations
Within a System (and within a single Port) the Economies feed into each other. i.e A Refinery market supplies Superconductors, and a High Tech market demands Superconductors. If you have one of each of those primary markets within the same system (or even a single port with equal/similar market values) then it may be that your High Tech market is gobbling some/all of the commodities. We also do not fully understand the extent to which Population size effects Supply and Demand of commodities. It's still evolving / being understood.​
A single, clear, lead economy for a given system may have the best results. A number of specialised Systems feeding into each other may be the optimal design, with the current implementation. That said, it's likely FDev will continue to make changes to the Colonisation model and calculations.​
E&OE

o7
Awesome contribution, thank you!
 
Nice work!

Within a System (and within a single Port) the Economies feed into each other. i.e A Refinery market supplies Superconductors, and a High Tech market demands Superconductors. If you have one of each of those primary markets within the same system (or even a single port with equal/similar market values) then it may be that your High Tech market is gobbling some/all of the commodities.
The algorithm for this appears to be the same as the one for mixed NPC markets.
1) Roll up independent markets of each base type [1], scale them to their "proportion" numbers, adjust for current BGS state multipliers.
2) Add them together (demand treated as negative supply or vice versa)
3) Show the aggregate total supply or demand as the public commodity market

[1] In a NPC market the position in the production/consumption range for each product is randomly seeded and constant; in colonisation it appears to be tied a bit more strongly to the system variables like Wealth, so can get affected by those. Production/consumption ranges are rarely symmetric in either median or total width.

EDIT: having a HT and a Refinery market in the same system but different stations is not in itself harmful (or all else equal beneficial) to either's exports - but if any weak links from either the markets themselves or the things creating them get across to the other one, that will be harmful as it's then a mixed economy on the same market.

We also do not fully understand the extent to which Population size effects Supply and Demand
All else equal (which it rarely is), supply and demand will be proportional to the square root of the station population. Of course, there's not really much of a way to track station populations in most cases.

A single, clear, lead economy for a given system may have the best results. A number of specialised Systems feeding into each other may be the optimal design, with the current implementation. That said, it's likely FDev will continue to make changes to the Colonisation model and calculations.
Agreed - if you want a specific economy's production, even a single weak link is powerful enough to take out certain products.
(There are certain Agricultural products, as a result, which cannot be reliably produced by colonised systems)
 
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The algorithm for this appears to be the same as the one for mixed NPC markets.

Agreed - if you want a specific economy's production, even a single weak link is powerful enough to take out certain products.
(There are certain Agricultural products, as a result, which cannot be reliably produced by colonised systems)
Thanks. I had been musing about the Player Colonisation model and how it compared to NPCs. I've got little to no visibility of how the NPC markets operate, though it's definitely interesting to hear that they are similar / the same. This makes the most common sense for FDev (single model applied to both Players and NPCs) rather than two models applied to different groups. In theory this will mean that Player and NPC markets interact with each other irrespective of Player or NPC ownership. Whether this has any actual impact or not I don't know (though suspect not).

Your final paragraph also rings true. Interestingly, one of my system's primary port has the following economy:
2.10 High Tech
1.70 Extraction
1.45 Industrial
1.05 Agriculture
1.00 Terraforming
0.05 Tourism
0.05 Military
0.05 Refinery


As you'd expect, I have the usual commodities for sale, and many, many Fish!

o7
 
This makes the most common sense for FDev (single model applied to both Players and NPCs) rather than two models applied to different groups.
It's a bit of both, I think.
- specification of what economy type(s) the station has: completely different
- generation of the market for a given economy type: mostly the same, but I think player markets react more strongly to the global system variables.
- behaviour of the market post-generation: identical, so far as I can tell

In theory this will mean that Player and NPC markets interact with each other irrespective of Player or NPC ownership.
Inter-system market interaction is mostly limited to "what commodity is used for the delivery mission between A and B", and that does indeed seem to behave normally.
 
Currently I have this problem:
35 million population system
HMC world, large surface port. The planet has three refineries, two mining settlements, and ZERO industrial settlements. The entire star system has 1 industrial settlement. This is the economy of the large surface port:

extraction 520% (why? Only two mines on the planet.)
refinery 280% (three refineries on the planet)
agriculture 20% (there are three farms in the system)
military 10% (there are FOUR military bases in the system)
industrial 145% (there is ONE industrial settlement in the system)
high tech 5% (Only one work-in-progress laboratory in the system)

The surface port is an extraction+refinery economy. It should have been a refinery+extraction since there are more refineries than mines but that's fine. It's still producing plenty of metals and CMM for my construction efforts. However, it is producing ZERO ceramic composites or semiconductors. There is only one (1) ONE tiny industrial settlement on a distant planet 2000+ ls away, and it's causing such an industrial economy strain on this huge refinery world that it flips the entire 500,000t supply of ceramic composites and semiconductors into an 8,000,000t demand instead. I spent an entire month building this thing completely alone in the basement of the bubble and now my own system economy is robbing me preventing me from using the economy that I specifically set up on this planet so that I could use it. Why is one settlement millions of miles away having a 145% effect on this planet? How can it completely subvert its supply?
 
Why is one settlement millions of miles away having a 145% effect on this planet? How can it completely subvert its supply?
It's not the industrial settlement, it's the planet you've built around. HMC gives extraction influence, and from the sounds of it also has geological features which add more extraction as well as industrial. If you want refineries, build on a rocky world with no biological or geological features.
 
It's not the industrial settlement, it's the planet you've built around. HMC gives extraction influence, and from the sounds of it also has geological features which add more extraction as well as industrial. If you want refineries, build on a rocky world with no biological or geological features.
There's a system nearby where another cmdr has built their surface refinery. It's a high metal content world as well, it has lower refinery influence, and it offers CMM, superconductors, semiconductors and ceramic composites. That surface refinery port has much lower industrial influence even though the system has five industrial locations. My refinery is being ruined by a single industrial base that is stealing every ceramic and semiconductor.

Strong influence: Refinery 3, Extraction 2.
Weak influence: Agriculture 4, military 2, industrial 1, high tech 1.

Weak influence of 1 causes total elimination of the commodity market for the goods that the particular influence consumes. One industrial base on a completely different planet nullifies the production of three refinery hubs feeding a large surface port's market. Why do five industrial locations give that other cmdr a minor influence of 10% and not affect ceramics and semiconductors, but one industrial location gives me 145% and removes all of them? Also, the planet has no geological activity to add any industrial influence. All of the industrial influence comes from that one place millions of miles away.
 
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Firstly and most importantly, thank you, thank you, thank you and once again...THANK YOU !

Secondly and vastly less importantly:
Im gonna choose some garbage system, put some space garbage into it until it says its full: then smile, fly to another and repeat !

Cheers,

RAEDAWN

.
 
Also, the planet has no geological activity to add any industrial influence. All of the industrial influence comes from that one place millions of miles away.
That simply isn't possible, you would not be getting 1.45 industrial influence from a single weak link to a facility. Geologicals on the body would give 1.40 (as well as explain the very high extraction influence) and a weak link gives an additional 0.05.
Post the location if you really want to prove it has no geologicals.
 
Knowing all this, how can I correct this mistake?

Planets 1, 2 and 3 are HMC, I'd like a strong refinery system, but this damn outpost is Industrial (chosen before I knew it will crap the things up and eat CMM and stuff).

How can I negate/minimize the Industrial influence here?


LS523hn.png
 
There's a system nearby where another cmdr has built their surface refinery. It's a high metal content world as well, it has lower refinery influence, and it offers CMM, superconductors, semiconductors and ceramic composites. That surface refinery port has much lower industrial influence even though the system has five industrial locations. My refinery is being ruined by a single industrial base that is stealing every ceramic and semiconductor.

Strong influence: Refinery 3, Extraction 2.
Weak influence: Agriculture 4, military 2, industrial 1, high tech 1.

Weak influence of 1 causes total elimination of the commodity market for the goods that the particular influence consumes. One industrial base on a completely different planet nullifies the production of three refinery hubs feeding a large surface port's market. Why do five industrial locations give that other cmdr a minor influence of 10% and not affect ceramics and semiconductors, but one industrial location gives me 145% and removes all of them? Also, the planet has no geological activity to add any industrial influence. All of the industrial influence comes from that one place millions of miles away.

Plugging in the numbers you've provided (and i'm taking them on face value), because I was worried that i'd got something wrong in my calculations.

The planet you've built on must have Geologicals and Volcanism. Also, there must be Pristine/Major Reserves in the System. Before building any other facilities would give the Port:
2.80 Extraction
1.40 Industrial

The total stats for your port I can calculate and agree with what you're saying, apart from the Extraction figure (I'm calculating 4.40 rather than 5.20). I'd be very grateful if you could double check the numbers and confirm the Geologicals, Volcanism and System Reserves.

o7
 
Knowing all this, how can I correct this mistake?

Planets 1, 2 and 3 are HMC, I'd like a strong refinery system, but this damn outpost is Industrial (chosen before I knew it will crap the things up and eat CMM and stuff).

How can I negate/minimize the Industrial influence here?


LS523hn.png
I'll need a little more info; if you have the market values for when you dock from the journal that would be perfect, if not:
  • Are you 100% sure you built a Colony port rather than an Industrial port?
  • Does Planet 2 have Geologicals or Volcanism?
I have a sneaking suspicion that you've built an Industrial Port over an HMC body. It's only Colony Ports (Commercial and Civilian Outposts for the T1 orbital ports) that inherit from the body beneath; and HMC would give Extraction. That you've got an economy as Industrial from HMC strongly suggests you've built an Industrial Port which does not inherit but sets the economy.

If that is the case, I have bad news. You're out of luck for your Refinery aim at this system. If it were me, i'd find a neighbouring system with a Rocky body and plop a Commercial or Civilian port above that. Depending on the other markets near by, it may be your two systems trade with each other.

o7
 
Yes, Industrial outpost T1 over HMC. I didn't knew better at the time.
Planet 2 - past volcanism

Can I override it with a Coriolis above and five Refinery Hubs on a planet?
 
Can I override it with a Coriolis above and five Refinery Hubs on a planet?
"Override", no. "Compensate", yes, to some extent. You have to get the internal supply of whatever export you want to be higher than the internal demand for it, and that's easier for some commodities than others.

So five Refinery hubs would I think give you 4.4 Refinery, then the Coriolis would I think get 0.8 Industrial from the T1 and 1.4 Extraction from the planet.
(Plus weak links from whatever the seven T1 things you build are to pay for the hubs and the Coriolis, though you can pick builds which don't generate them - seven comms installations to try to keep your security levels from going too negative might be best?)

You should still get a fair number of refinery products from that, though it'd be a lot easier to just find a system with lots of rocky bodies and put orbitals around them instead, and keep this one as a place to put some intrinsic-economy T1 ports (Industrial, High-Tech) which can cover other supply needs.

You can play with the likely range of outcomes for particular economic combinations at https://cdb.sotl.org.uk/specialisation/hybrid
(doesn't have terraforming yet, but if you want to produce stuff, you want to avoid that anyway)
 
Yes, Industrial outpost T1 over HMC. I didn't knew better at the time.
Planet 2 - past volcanism

Can I override it with a Coriolis above and five Refinery Hubs on a planet?
A Coriolis over Planet 2, and with two Refineries will give the Coriolis:
2.00 Refinery
1.80 Extraction
I'm working on the principle that the system has Major/Pristine Reserves - it effects the absolute figures, but not the relative, you'll have Refinery either way.
Your challenge will be you need to generate a lot of construction points to be able to build a Coriolis and they'll all need to not negatively influence the economy!

You've also got the issue that you'll have multiple ports feeding into each other and eating the commodities...it's easier to get another system and keep this one, honestly.

o7
 
A Coriolis over Planet 2, and with two Refineries will give the Coriolis:
The Industrial T1 also generates a strong link (though not weak links), doesn't it?

(That's the more major concern in this position - Extraction doesn't mess with Refinery exports very much in the first place, other than Explosives)

it effects the absolute figures, but not the relative
It's the ratio rather than the difference which matters here, though.
1.6 Refinery + 0.4 Industrial is better than 2.0 Refinery + 0.8 Industrial if what you want is refinery exports.
 
Yes, Industrial outpost T1 over HMC. I didn't knew better at the time.
Planet 2 - past volcanism

Can I override it with a Coriolis above and five Refinery Hubs on a planet?

A Coriolis over Planet 2, and with two Refineries will give the Coriolis:
2.00 Refinery
1.80 Extraction
I'm working on the principle that the system has Major/Pristine Reserves - it effects the absolute figures, but not the relative, you'll have Refinery either way.
Your challenge will be you need to generate a lot of construction points to be able to build a Coriolis and they'll all need to not negatively influence the economy!

You've also got the issue that you'll have multiple ports feeding into each other and eating the commodities...it's easier to get another system and keep this one, honestly.

o7
Generating the T2 points isn't difficult even without affecting the economy, just build sattellites/communication stations.
 
Thank you (y)

Too bad, a stupid mistake at the very start of all this. Oh well, I will move on and will be back with the Panther to try to salvage what I can.
 
Thank you (y)

Too bad, a stupid mistake at the very start of all this. Oh well, I will move on and will be back with the Panther to try to salvage what I can.
Yeah, one small mistake is all it takes to ruin an otherwise healthy system economy with the current implementation. Here's to hoping that positive changes might still salvage the systems.
 
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