anyone seen what it takes to get FD to upgrade a system AT ALL?

And what was the result of you and your friends spending a week doing that? Did the system flip? Is your faction in control. Or did some numbers change, and nothing else?

well, that's a different story :)

it started with pending:civil war, then pending: civil war critical, then pending: Boom and Civil war and then from one day to the other all pending states vanished.
this was pretty much the point where we gave up, because it was totally intransparent and most probably bugged.

and in addition to that, even if we would have flipped it, there's no gameplay consequence to it, which was the other reason we stopped.
 
Anybody who has been pushing for the independance of Dulos knows the background simulation is not working as intended: it took them almost two weeks to effectively change the status of Dulos after the vote was closed, and they had to make up some Galnet nonsense to explain the delay.
As such, I highly doubt there is any (working) automation going on.
 
Anybody who has been pushing for the independance of Dulos knows the background simulation is not working as intended: it took them almost two weeks to effectively change the status of Dulos after the vote was closed, and they had to make up some Galnet nonsense to explain the delay.
As such, I highly doubt there is any (working) automation going on.

theres a very minimal amount happening ( boom and expansion are automated) the civil unrest-war things are checked by devs, theres a few with outbreak and famine ( those are automatic) i guess they are still alpha testing the next layer and we are identifying bugs all over the place still even with expansion ( pand for example)
 
and since release, the pop, station composition, even local markets, for all of these, hasnt changed a smidge, pop has been static, stations have been static (1 system has a station and 2 outposts, every other system nearby has just 1 outpost).
You expect space stations and population numbers to increase in a month or two? What are the people there? Nanomachine rabbits? With the community goal you can see how much resources are needed for one station to be built. And populations don't just double overnight.
 
You expect space stations and population numbers to increase in a month or two? What are the people there? Nanomachine rabbits? With the community goal you can see how much resources are needed for one station to be built. And populations don't just double overnight.

you mean like china? 800k per month...
 
you mean like china? 800k per month...

Accepting your figure at face value that would represent an increase of less then 0.07% per month or under 1% per year. Hardly rabbit-like.

Hello, if it lands tomorrow here on earth? Yes ;)

This is a false analogy. The game is posited in a future galaxy where space travel and even trade is a common, even everyday, occurence. The fact that some quiet, far-flung systems exist that may have little contact is neither here nor there; their inhabitants, if sentient, will almost certainly have heard about space travel even if they can't do it themselves and so a space ship visiting is not a world-changing event, it is merely an occasion. The Age of Sail is a far better analogy for our purposes.

Even when the background simulation is more fully formed, a planetary economy capable of supplying millions of tons of trade goods will see 100MCr as merely a nice chunk of income, not a Golden Age.
 
You expect space stations and population numbers to increase in a month or two? What are the people there? Nanomachine rabbits? With the community goal you can see how much resources are needed for one station to be built. And populations don't just double overnight.

Give me a break. This is making excuses on the highest level.

Populations change daily. Peoole die and are born.
But Holiacan always has 119.999 inhabitants.

And big systems always have 2^32 inhabitants in the system map.

Influence games work, to a degree. Unless you run into one of the numerous bugs or design faults (like civil war only triggering when influence values are close, but not when one minor faction has waaaay more influence; or the one where you cant do anything when you dont own a station).
 
Last night a friend was in a fairly well visited station trying to updaye his spreadsheet for it. The price of Gold kept changing (maybe others but it was Gold he noticed). We could only assume that it was other traders visiting and bying/selling goods including gold that was causing this.

I supose this is just hearsy as I am quoting my friend but he described it as it happened last night while we were playing and chatting over Skype.

Thoughts
 
Last night a friend was in a fairly well visited station trying to updaye his spreadsheet for it. The price of Gold kept changing (maybe others but it was Gold he noticed). We could only assume that it was other traders visiting and bying/selling goods including gold that was causing this.

I supose this is just hearsy as I am quoting my friend but he described it as it happened last night while we were playing and chatting over Skype.

Thoughts

yes, supply and demand actually work now. since last server-side patch before 1.1 i think.
 
Are you expecting a single starship to be able to have a large effect on a planetary economy?

To be honest, yes. I would expect a single commander to be able to affect at least a small population system. Not quickly but at least at a noticable pace.
It might not be realistic ( as with much else anyway ) but it would at least be more fun to see things change a little.

The "background simulation" is so far nothing but a gimmick and while some say it isnt working properly, ill say it isnt working at all. And even if it did, it would do little difference since most player wont notice whatever differences it might throw around.
You will likely have moved on before that change occur and if you ever revisit youll probably have forgotten about it.

Its a very interesting concept in a grand scale, but for all intents and purposes it fills no use to players. Not in its current form or the vision FDev seem to have.

Make it more interactive and change occur at a faster pace and things would quickly become interesting.
Then let it start wars that draws players to defend/attack, let it include attacks on stations and outposts, let community missions be created to rebuild/repair damaged assets and so on.
Let it happen over the course of a week or two, not months.

And we might have a background simulation that we can actually enjoy.
Its not far from what is already planned, only a bit fadter and more playerdriven.
 
yes, supply and demand actually work now. since last server-side patch before 1.1 i think.

They already worked in December. Just not everywhere.

Edit: But whether production values change due to delivery of efficiency materials (auto-fabricators, bio reducing lichen etc.)... thats another cup of tea and something i expect from a background sim. That you can actually pimp a system and make it better and bigger.
 
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They already worked in December. Just not everywhere.

Edit: But whether production values change due to delivery of efficiency materials (auto-fabricators, bio reducing lichen etc.)... thats another cup of tea and something i expect from a background sim. That you can actually pimp a system and make it better and bigger.

yea, it worked, you're right. but i think MB said after the latest trader outcry, they turned it off and on again :)
 
So if it's actually working now, has anyone seen the Demand figure change since 1.1x ? It did used to change when you dropped cargo off, but I think now it's something that's been written out by lore (it's not the actual demand but an indicator of the demand in the station) so TBH it could be got rid of and just have Low, Med and High or not bother with even that and just have it based on population count and economy type.
 
However, how can anyone be sure that other players or npcs aren't pulling in the opposite directions to your own?

I'm buying the players thing, but NPCs?

NPCs do nothing. They originate nowhere, their destination is nowhere. They're just sort of 'there' waiting to get robbed (traders, miners), obliterated (pirates, CF folk), or jump on a wanted player (security). They're owned by no one, too.

I've destroyed some 60 elite Anacondas, good half of those associated with one particular minor pirate faction. How much is one of those, 400 million? What was the effect of me making a multi-billion dent in their economy? They're slightly ticked off (unfriendly) with me. They happily carry on launching legion upon legion of their Cobras, Vipers, even Pythons straight into my dual beams and quad multicannons. Nothing, nothing else has changed. They get to keep running their one station having influence that doesn't move one way or another.

I'm terribly sorry, there is no simulation. I am however quite happy to linger on until there's one. Yes, even with sound this broken. I love how ED feels to play, love it to bits.
 
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