In this thread, we can discuss and debate about colonies that can be made by CMDR's, or some features about it. It is the ability, as long as you have the credits, to make your own station where other players and NPC's can dock at.
Your station's allegiance, government, economy and prohibited commodities.
This is the option where as you can choose the allegiance, party or otherwise remain independent. It's if that your reputation to the allegiance, of course, is high enough for you to be welcomed to choose your stations's allegiance you want it to be run on, and your influence to parties. Moving on to government, you can choose your government type for the station (anarchy, theocracy, dictatorship, etc.), as long as, of course it's authorized by the allegiance you are in which tolerates and prohibits certain government types. With economy types in mind, it's the decision where you can change the economy type (extraction, refinery, agriculture, etc.), which in my knowledge is the resources it produces, also. As we go into prohibited commodities, it's where as you can choose which market items you would want to have legalized or prohibited, and it's economic consequences for doing so.
Your station's docking bay count, cosmetics, defenses, general and major upgrades.
In this section, it's the part where you have enough credits to buy and sell upgrades for your station, again this includes cosmetics, defenses and number of docking bays. You could deploy high and low energy FSD wakes, as well as changing the interior cosmetic from industrial-ish to those paradise co-operative stations. The major upgrade where you can change a small station into a large station with the massive requirement of resources and a big chunk of credits to pay. This includes fuel supply as well for thirsty ships.
Your station's negative and positive consequences.
If you don't know what you're doing, you could have a major negative impact to the economy and have your station led by another leader. Everything you do to your station will affect the economy and the allegiances. It's going to be very complex. Will your station be an anarchy port where wanted pirates will dock at, will you be a booming station with a massive population with your greatest influence to your allegiance, or will you be a remote station far away from colonized space where the farthest explorers will stop at and not know what the odds are out there?
Let's discuss, why or why not should it be added, what assets should be changed? Please shout your opinions.
Your station's allegiance, government, economy and prohibited commodities.
This is the option where as you can choose the allegiance, party or otherwise remain independent. It's if that your reputation to the allegiance, of course, is high enough for you to be welcomed to choose your stations's allegiance you want it to be run on, and your influence to parties. Moving on to government, you can choose your government type for the station (anarchy, theocracy, dictatorship, etc.), as long as, of course it's authorized by the allegiance you are in which tolerates and prohibits certain government types. With economy types in mind, it's the decision where you can change the economy type (extraction, refinery, agriculture, etc.), which in my knowledge is the resources it produces, also. As we go into prohibited commodities, it's where as you can choose which market items you would want to have legalized or prohibited, and it's economic consequences for doing so.
Your station's docking bay count, cosmetics, defenses, general and major upgrades.
In this section, it's the part where you have enough credits to buy and sell upgrades for your station, again this includes cosmetics, defenses and number of docking bays. You could deploy high and low energy FSD wakes, as well as changing the interior cosmetic from industrial-ish to those paradise co-operative stations. The major upgrade where you can change a small station into a large station with the massive requirement of resources and a big chunk of credits to pay. This includes fuel supply as well for thirsty ships.
Your station's negative and positive consequences.
If you don't know what you're doing, you could have a major negative impact to the economy and have your station led by another leader. Everything you do to your station will affect the economy and the allegiances. It's going to be very complex. Will your station be an anarchy port where wanted pirates will dock at, will you be a booming station with a massive population with your greatest influence to your allegiance, or will you be a remote station far away from colonized space where the farthest explorers will stop at and not know what the odds are out there?
Let's discuss, why or why not should it be added, what assets should be changed? Please shout your opinions.