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.
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.
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
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.
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.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.
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 Spaniardsstole*BLAM* found in South America from theirconquest*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.
Edited by:
https://i.imgflip.com/10aiqe.jpg
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 Spaniardsstole*BLAM* found in South America from theirconquest*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.
Edited by:
https://i.imgflip.com/10aiqe.jpg
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 Spaniardsstole*BLAM* found in South America from theirconquest*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.