What's the point of colony economies? They don't produce anything other than biowaste :/

Are they supposed to be the sinkhole of all commodities? What happens if you keep providing it with the commodities its market demands? Will it change its economy type?
 
Colonies are more added for immersion, as it makes sense that in any universe like this there would be colonies. They are not meant for serious trading. They do get used in missions though, and some factions can put out 500K+ missions for deliveries to them.
 
Colonies are more added for immersion, as it makes sense that in any universe like this there would be colonies. They are not meant for serious trading. They do get used in missions though, and some factions can put out 500K+ missions for deliveries to them.

There is no immersion if they act totally unrealistic. And this applies to the whole mission system that is just stupid RNG all over, it doesn't make any sense at all! It's not living it's not breathing it's all RNG.
 
A "colony" is a place which has only just been established; it's too small and too new to have produced anything yet. Whatever sort of economy they plan on building there (industrial, high-tech, agricultural, etc) has not yet been built - they need more resources, more colonists, more money. So it totally makes sense that they produce nothing, and import everything.

What is missing is a way for players to dynamically change this. That is, if you/we bring in enough materials to get the economy started, and enough colonists arrive to hit a certain threshold, then the economy automatically switches from "colony" to something else. Just like, in theory, if you keep dumping terraforming gear onto a Terraforming economy, the planet should eventually become terraformed. Unfortunately, having this happen directly and automatically by the BGS has not yet been implemented in-game. Any economy changes need to be hand-coded.
 
A "colony" is a place which has only just been established; it's too small and too new to have produced anything yet. Whatever sort of economy they plan on building there (industrial, high-tech, agricultural, etc) has not yet been built - they need more resources, more colonists, more money. So it totally makes sense that they produce nothing, and import everything.

What is missing is a way for players to dynamically change this. That is, if you/we bring in enough materials to get the economy started, and enough colonists arrive to hit a certain threshold, then the economy automatically switches from "colony" to something else. Just like, in theory, if you keep dumping terraforming gear onto a Terraforming economy, the planet should eventually become terraformed. Unfortunately, having this happen directly and automatically by the BGS has not yet been implemented in-game. Any economy changes need to be hand-coded.

I doubt that will ever happen. Elite is a realtime game. Terraforming is something that takes years of effort.
 
I doubt that will ever happen. Elite is a realtime game. Terraforming is something that takes years of effort.

Well, elite is entering is third year....

Not to mention fsd drives are not feasible yet but hey its a game...


We have "player built" stations.... Why not a cg to terraform a planet?
 
I doubt that will ever happen. Elite is a realtime game. Terraforming is something that takes years of effort.

Well, elite is entering is third year....

Not to mention fsd drives are not feasible yet but hey its a game...


We have "player built" stations.... Why not a cg to terraform a planet?

Perhaps by years, you mean decades or centuries?

Given the "10 year plan", years is an achievable time frame

By ingame lore, terraforming take centurys. But there were a few CG's to finish terraforming projects and the planets were handcoded after this ;)
One of them was Vennik (i think this was the name) in alliance space on the outer edge of the bubble one year ago.
 
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A "colony" is a place which has only just been established; it's too small and too new to have produced anything yet. Whatever sort of economy they plan on building there (industrial, high-tech, agricultural, etc) has not yet been built - they need more resources, more colonists, more money. So it totally makes sense that they produce nothing, and import everything.

What is missing is a way for players to dynamically change this. That is, if you/we bring in enough materials to get the economy started, and enough colonists arrive to hit a certain threshold, then the economy automatically switches from "colony" to something else. Just like, in theory, if you keep dumping terraforming gear onto a Terraforming economy, the planet should eventually become terraformed. Unfortunately, having this happen directly and automatically by the BGS has not yet been implemented in-game. Any economy changes need to be hand-coded.

But colonies are established in a place to serve a purpose, usually the purpose being sending resources back to the home territories. I mean, the American colonies were established as a response to the gold that the Spaniards stole*BLAM* found in South America from their conquest*BLAM* PEACEFUL INTEGRATION AND SUBMISSION of the native empires.

Caribbean colonies were a source of sugar. French outposts were for fur, primarily from beavers. Colonies aren't just sprung up for no reason; the backers/funders for a colonization effort are spending their money because they're expecting a return.

So ED's colonies should behave the same way.

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10aiqe.jpg
 
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There is no immersion if they act totally unrealistic. And this applies to the whole mission system that is just stupid RNG all over, it doesn't make any sense at all! It's not living it's not breathing it's all RNG.
Totally unrealistic? I mean a brand new area of space that hardly has infrastructure up let alone enough people to actually have a robust economy to trade things and you think they should just be pumping out stuff right away? That's not how that works, at all. No, if you know how the BGS works it isn't RNG at all. Other than bugs its a very measurable thing that can be counted on. Your lack of understanding of it its giving the verisimilitude of it being random but it isn't.

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But colonies are established in a place to serve a purpose, usually the purpose being sending resources back to the home territories. I mean, the American colonies were established as a response to the gold that the Spaniards stole*BLAM* found in South America from their conquest*BLAM* PEACEFUL INTEGRATION AND SUBMISSION of the native empires.

Caribbean colonies were a source of sugar. French outposts were for fur, primarily from beavers. Colonies aren't just sprung up for no reason; the backers/funders for a colonization effort are spending their money because they're expecting a return.

So ED's colonies should behave the same way.

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https://i.imgflip.com/10aiqe.jpg

Poor analogy though, how many colonies here in America are you ignoring that didn't happen like that though?
 
But colonies are established in a place to serve a purpose, usually the purpose being sending resources back to the home territories. I mean, the American colonies were established as a response to the gold that the Spaniards stole*BLAM* found in South America from their conquest*BLAM* PEACEFUL INTEGRATION AND SUBMISSION of the native empires.

Caribbean colonies were a source of sugar. French outposts were for fur, primarily from beavers. Colonies aren't just sprung up for no reason; the backers/funders for a colonization effort are spending their money because they're expecting a return.

So ED's colonies should behave the same way.

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https://i.imgflip.com/10aiqe.jpg

If they would export sugar their economy would be agricultural.
 
But colonies are established in a place to serve a purpose, usually the purpose being sending resources back to the home territories. I mean, the American colonies were established as a response to the gold that the Spaniards stole*BLAM* found in South America from their conquest*BLAM* PEACEFUL INTEGRATION AND SUBMISSION of the native empires.

Caribbean colonies were a source of sugar. French outposts were for fur, primarily from beavers. Colonies aren't just sprung up for no reason; the backers/funders for a colonization effort are spending their money because they're expecting a return.

So ED's colonies should behave the same way.

Yes, but it takes time to establish a fully functional economy. Factories need to be built, fruit trees need to be planted and come to maturity, ore seams need to be discovered and mining gear needs to be acquired and made operational, and such like. Until that happens, the colony produces nothing.

Even so, "pointless" colonies here on Earth were/are sometimes founded, with no other purpose than planting the flag and laying claim to territory before somebody else comes along and does the same. One should also perhaps consider dysfunctional colonies - colonies built in the hope of becoming something, but it never really works out the way the founders intended. How many colonies here on Earth were founded with high ideals and specific goals, only to see those dreams die as the colony descends into pointlessness, until either a new goal and destiny is discovered or chosen, new management takes over the colony... or the colony collapses and disappears into history?
 
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