Elite Dangerous | Trailblazers Update 3.3

some of these are nice, the others not so much especially since architects cant block economy types we dont want at a port.
I think this makes sense. You built the port, you don't control the people living in it as if they were your slaves.

It's like in real life: Just because you are a construction company that builds a skyscraper doesn't mean you get to tell people which kind of businesses are or aren't allowed in it.
 
I think this makes sense. You built the port, you don't control the people living in it as if they were your slaves.

It's like in real life: Just because you are a construction company that builds a skyscraper doesn't mean you get to tell people which kind of businesses are or aren't allowed in it.
I'm taking my system and going home!
 
When is the update that removes that stupid and pointlessly restrictive distance limit?

I'll be interested in this colonization feature when that mistake is corrected.
I've said all along that the distance out you can build should be proportionate to the cost of the claim with an extra 25 million being added for each additional 15ly, so building something 600ly out would cost one billion credits, and something 10,000ly out would cost 16.6 billion credits. Plus you'd still only get four weeks to build so it would be a challenge, and a lot of fun too in my book.

The argument that its tied to the BGS doesn't work for me, as there are starports in the Heart and Soul nebulae and at Explorer's Anchorage that work fine, and the Heart and Soul colony has missions and all sorts.
 
I'm gonna say something that no one's going to like.

The System Colonisation contact should have a minimum tech level (or development level, or system score) in order to appear. Build UP before building OUT.
This and even more importantly, that a station appears the moment when delivery of materials is complete, is absurd. Let it appear only with the following maintainance cycle. This curbs expansion speed to one colony per week.
 
Looks like I'm going to need to re-survey my Colonies and discover what the hell I've been spending my free time creating over the last month.

Again.
 
Criminal isn't getting it's market do you mean something else?
All minor factions have one of four ethos types which is (except in certain anomalous cases) matched to its government type. The usual matches are
- Social (Democracy, Confederacy, Cooperative, Communist, some Theocracies)
- Corporate (Corporations)
- Authoritarian (Patronage, Dictatorship, Feudal, Prison Colony, the other Theocracies)
- Criminal (Anarchy)

The Social and Criminal factions open a Black Market service at any station they're present at (Paul confirmed this will continue to work normally)
The Corporate and Authoritarian factions close or disable the Black Market service at any station they're present at unless they're in the Civil Unrest state.

The presence of a Black Market opens the regular commodity market service even if it wouldn't normally be there [1, 2].

So if you use a Social or Criminal faction to own the station (and every system comes with a free Criminal faction when you set it up), you can ignore the market opening requirements entirely.

(There is no parallel "Feudal factions always open cartographics" or similar, sadly, it's just the markets. Though the government/ethos/superpower of the faction can affect what modules/ships are sold at a station in a variety of obvious and non-obvious ways)

[1] Which on paper helps the Criminal outpost, because the black market will force its commodity market open anyway. But that only applies in practice if you can get the outpost to be controlled by a faction which is neutral to the existence of black markets, and so far as we know there aren't any of those. A Criminal outpost with a Dictatorship in charge is going to close the Black Market it "should" have.

[2] This is an interesting reversal on the last decade. "BGS Player" consensus was generally that Social factions were underpowered relative to Corporate/Authoritarian because the Black Market provided an extra attack route on their influence if they owned a station. For colonisation purposes, where you might not care exactly which faction is in charge so much, the same effect is clearly beneficial.
 
Are there other levels too? Like SEC Lvl?
Yes, though that one you at least get a rough indicator on the map of whether it's "low", "medium", or "high".

The five (that we know of) variables are Tech Level, Wealth, Security, Standard of Living, and Development Level.
(Of those, "Wealth" and "Standard of Living" remain the most mysterious in terms of their effects)
 
My Ind outpost and High Tech outpost both have Pioneer outfitting. While not a 'hub' in name, I have 2 T2 research bio settlements. Also, my HT Outpost still has a commodity market, where the new rules I interpret that it shouldn't.
 
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