That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.People say tech level affect availability of modules and ships,but outfitting is disabled?
Yeh, tech, wealth, and development levels might all play a part.That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.
There is evidence from other aspects of ED that Wealth might also be a relevant statistic (The Boom state increases Wealth temporarily, and also tends to improve outfitting stock a little at some NPC-built stations)
(And it's quite possible that the others matter as well - or maybe they don't...)
In particular... i wonder about the superpower influence on fittings and ships.That's a reasonable first guess based on what "tech level" did in the previous games in the Elite series, but it's not absolutely certain, ED outfitting stock is a lot more complex than in the previous games, and there's a lot more research to go yet.
There is evidence from other aspects of ED that Wealth might also be a relevant statistic (The Boom state increases Wealth temporarily, and also tends to improve outfitting stock a little at some NPC-built stations)
(And it's quite possible that the others matter as well - or maybe they don't...)
But I want to buy Fed Corvettes in Empire powered space!In particular... i wonder about the superpower influence on fittings and ships.
Thing is, for a lot of the people who've "done the BGS thing" for a while now, these things have been known about, and known to be totally static and hidden away. Within that, there's been a lot of desire for these to be dynamic, and for game loops to influence things to create a more lively and dynamic universe that actually presents dynamic opportunities to be discovered, rather than the "Go to X in state Y for Z profit" setup we have now.Remember when we used to complain the game was Broad but not deep.
Suddenly opening the can of worms on how the economy of the game actually works suddenly shines a spotlight on a whole bunch of details we had no idea about
You have to build up the rest of the system. The more you build, the busier the system becomes. It follows real world logic. Tiny town with a tiny population won't have the same goods available as a big city.
We don't know yet, but it would be great if that was the case. I have a terraformable HMC in my system, saving a building slot on it for an eventual terraforming building later.That's one of the reasons I wonder, does having an ELW in a system give you a boost? I mean is it an automatic population builder, hence making the system busier without a lot of effort?