Summary
Detail
forums.frontier.co.uk
An example:
Observations
o7
In impact order, these effect the Colony Economy:
- The Body you build on (1.00)
- Specific Features on the Body (1.00)
- Tier2 facilities on the same Body as your Colony (0.80)
- Tier1 facilities on the same Body as your Colony (0.40)
- Extras from System Resource Quantities and specific System Star types (0.40)
- Extras from Features on the same Body as your Colony (0.40)
- Boost from Features on the same Body as your Colony (0.40)
- System Facilities of any tier not already counted (0.05)
Detail
Elite Dangerous | Trailblazers Update 3 | Now Live!
Greetings Commanders, Trailblazers Update 3 is now live. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements. Features of Note: Colonisation The operation of economies and population growth within...
Based on the patch notes criteria (linked above), and implementation of multiple Orbital Ports/Outposts of Colony type, I have confidence that i've got the formula down for calculating the Economy values for Colony ports.
Where I talk about Ports, i'm only talking about Ports that have a default economy of Colony (as they inherit from the Body). I've done no testing with other Port types, nor Planetary Ports. I've done no testing with regards to multiple Colony ports around the same Body.
Where I talk about Facilities, these are buildable (Surface or Orbit) that provide a stated change in the Economy.
Stepping through the summary above, it looks like:
Body Type that the Port is On/Orbiting (1.00):
- Black Hole / Neutron Star / White Dwarf (+1.00 to High Tech and Tourism)
- Any Other Star (+1.00 to Military)
- Earth Like World (+1.00 to High Tech, Tourism, Military and Agriculture)
- Water World (+1.00 to Tourism and Agriculture)
- Ammonia World (+1.00 to High Tech and Tourism)
- Gas Giant (+1.00 to High Tech and Industrial)
- High Metal Content / Metal Rich (+1.00 to Extraction)
- Rocky Ice (+1.00 to Industrial and Refinery)
- Rocky (+1.00 to Refinery)
- Icy (+1.00 to Industrial)
Specific Features on the Body:
- If the Body has Organics (also known as Biologicals) (+1.00) for Agriculture and Terraforming - the type of Organics doesn't matter
- If the Body has Geologicals (+1.00) for Industrial and Extraction - the type of Geologicals doesn't matter
- If the Body has Rings or is an Asteroid Belt (+1.00) for Extraction - Asteroid Belt only counted if the Port is orbiting it
-
For Every Tier2 facility that effects a given Economy on/orbiting the same Body as the Port (+0.80 to that Economy) - These are Tier2 Strong Links
For Every Tier1 facility that effects a given Economy on/orbiting the same Body as the Port (+0.40 to that Economy) - These are Tier1 Strong Links
Extras from System Features:
- If the System has Major or Pristine Resources (+0.40) for Industrial, Extraction and Refinery
- If the System has a Black Hole / Neutron Star / White Dwarf (+0.40*) for Tourism
- *It is presumed but not proven that this is a singular value and is not counted ten times if the system had a Neutron Star, two Black Holes and seven White Dwarves
For each Economy that has a value greater than zero at this stage we Boost / Reduce those Economies:
- Boosts:
- If the Body has Organics (also known as Biologicals) (+0.40) for High Tech, Tourism and Agriculture - the type of Organics doesn't matter
- If the Body has Geologicals (+0.40) for High Tech and Tourism - the type of Geologicals doesn't matter
- If the Body is Terraformable (+0.40) for Agriculture
- If the Body has Volcanism (+0.40) for Extraction - the type of Volcanism doesn't matter
- If the Body is an Earth Like World (+0.40) for High Tech, Tourism and Agriculture
- If the Body is a Water World (+0.40) for Tourism and Agriculture
- If the Body is an Ammonia World (+0.40) for High Tech and Tourism
- Reductions:
- If the System has Low or Depleted Resources (-0.40) for Industrial, Extraction and Refinery
- If the Body is an Icy World (-0.40) for Agriculture - Icy World only, does not include Rocky Ice
- If the Body is Tidally Locked (-0.40) for Agriculture
For Every Facility that effects a given Economy within the System that hasn't already been counted above (+0.05) - These are Weak Links (the Tier does not matter)
Add up all the Economies, and that's what the Port will have.
An example:
We build a Commercial Outpost above a Rocky Body that has Geologicals, is Tidally Locked and has Volcanism. There are Pristine Reserves in the system. There are no other facilities on the local Body nor orbiting. Elsewhere in the system there are a mixture of Tier1 and Tier2 Facilities which provide the following economical (market) links:
Rocky Body = +1.00 Refinery
Geologicals = +1.00 Industrial, +1.00 Extraction
No Local Facilities = No change (there are no Strong Links)
Pristine Resources = +0.40 Industrial, +0.40 Extraction and +0.40 Refinery
We add up our Economies at this stage:
1.40 Extraction
1.40 Industrial
1.40 Refinery
For each of those three economies (we only effect Economies greater than zero) we can now Boost / Reduce:
Volcanism = +0.40 Extraction
This gives us the following, before we add in the Weak Links:
1.80 Extraction
1.40 Industrial
1.40 Refinery
And finally we can add in all the Weak Links which we can handily see from numbers for:
+0.05 x 4 = +0.20 Extraction
+0.05 x 4 = +0.20 High Tech
+0.05 Tourism
+0.05 Military
+0.05 Refinery
+0.05 Agriculture
+0.05 Industrial
This gives our grand total for this Port as:
2.00 Extraction <--- Primary Economy
1.45 Industrial
1.45 Refinery
0.20 High Tech
0.05 Agriculture
0.05 Military
0.05 Tourism
Should I want to turn this Port to have a primarily Refinery Economy, the simplest option would be to place a Refinery on the local Body (which would provide +0.80 Refinery value as the Refinery Hub is Tier2).
Observations
Within a System (and within a single Port) the Economies feed into each other. i.e A Refinery market supplies Superconductors, and a High Tech market demands Superconductors. If you have one of each of those primary markets within the same system (or even a single port with equal/similar market values) then it may be that your High Tech market is gobbling some/all of the commodities. We also do not fully understand the extent to which Population size effects Supply and Demand of commodities. It's still evolving / being understood.
A single, clear, lead economy for a given system may have the best results. A number of specialised Systems feeding into each other may be the optimal design, with the current implementation. That said, it's likely FDev will continue to make changes to the Colonisation model and calculations.
E&OEo7
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