Have you figures out yet what "Wealth" does?Possibly two things going on here:
1) Refinery hubs are +7 development level, which will significantly increase both supply and demand.
Have you figures out yet what "Wealth" does?Possibly two things going on here:
1) Refinery hubs are +7 development level, which will significantly increase both supply and demand.
Started at 409 (mil) post-patch. Think it has gone into 500-540 range since, with the only input being a space farm.How many pops does the system have? Around 70 mil?
Not really. Changes some commodity pricing (and likely relative production levels too), expands the size of the "None" slider, that's all I've seen reported so far.Have you figures out yet what "Wealth" does?
A 'safe' way of continuing to build out your system is to place Colony-economy orbitals/surface ports around as needed, since those don't give off any system economic influence that might bite you in the behind later.Started at 409 (mil) post-patch. Think it has gone into 500-540 range since, with the only input being a space farm.
I’d very much like to build it out further but that’s not a risk I am willing to take with this ongoing ‘beta’ madness. The update did not change this view.
They don't right now. But it used to be "safe" to put military settlements on their own planet to increase security level, too.A 'safe' way of continuing to build out your system is to place Colony-economy orbitals/surface ports around as needed, since those don't give off any system economic influence that might bite you in the behind later.
Still, I'd put my money on pure colony economy structures/orbitals over non-colony economic structures/orbitals, unless Frontier overhauls the economic influence system to such a degree that everything influences everything else, which would be very messy indeed.They don't right now. But it used to be "safe" to put military settlements on their own planet to increase security level, too.
It is not that safe if your plan involves T2/3 Colony structures that require other things built in the system (because of the build points). As my intent was to have it there as my primary long-term build with an agriculture/hi-tech economy and high security status, it's not one I'm putting up to chance. I suppose I could put down the Ody settlements I want in place but, dunno. I might as well do the work on other less "important" things like smaller-scale local refineries (I would need anyway to build out the area I am in) with a system design that should theoretically be stable regardless of most changes, by being a single economy type with no other weak links.A 'safe' way of continuing to build out your system is to place Colony-economy orbitals/surface ports around as needed, since those don't give off any system economic influence that might bite you in the behind later.
Tier 1 colony structures for surface/orbital placement have no prerequisites. I should have specified that.It is not that safe if your plan involves T2/3 Colony structures that require other things built in the system (because of the build points). As my intent was to have it there as my primary long-term build with an agriculture/hi-tech economy and high security status, it's not one I'm putting up to chance. I suppose I could put down the Ody settlements I want in place but, dunno. I might as well do the work on other less "important" things like smaller-scale local refineries (I would need anyway to build out the area I am in) with a system design that should theoretically be stable regardless of most changes, by being a single economy type with no other weak links.
I know you mean the T1 structures, but there isn't going to be many, and even less of the colony type. Some planetary ports (one of which will be the high-tech with its pre-determined economy) and maybe a military outpost.Tier 1 colony structures for surface/orbital placement have no prerequisites. I should have specified that.
Does it make sense that my asteroid base shipyard has Krait Phantoms for sale, but no Adders?Post in thread 'Elite Dangerous | Trailblazers Update 3.1 - 7th May 2025'
https://forums.frontier.co.uk/threa...-update-3-1-7th-may-2025.637405/post-10626826
Tech level determines the quality of ships and modules in a shipyard/ outfitting. Higher tech level would seem to make it more likely that you have higher classes (numbers) and grades (letters) of modules, as those as the ones that are shuffled in and out of the station inventory when your development level/population change.
My experience so far suggests that for each change you make to tech/dev/pop level, the game does a series of dice rolls for each ship and module to determine whether or not it’s sellable. If you fail a roll then the ship or module is not available. The dice for each roll are being adjusted with each change to system stats. There might also be a floor and a ceiling for how many ships and modules you get access to.Does it make sense that my asteroid base shipyard has Krait Phantoms for sale, but no Adders?
Is the T1 industrial ground asset an Odyssey settlement? Those will emit weak links. If it is a planetary port, though, then I don’t have an answer.1 T1 industrial orbital orbits another planet with the 1 T1 industrial ground.
I have put two T1 orbitals around the same planet, one industrial and one high-tech. What happened was that the industrial functioned normally, but the high-tech one did not have a market and instead behaved like it was an installation, granting strong economic influence to the industrial T1 orbital, and weak influence to the rest of the system.T1 with native economy not emitting weak link contamination is probably not reliable.
I have 0.05 industry weak link influence from one of 3 T1 industrial orbital and 1 T1 industrial ground.
Reason is unclear.
2 T1 industrial orbital are around the same planet.
1 T1 industrial orbital orbits another planet with the 1 T1 industrial ground.
No, all of them are ports, 3 orbit vulcan, 1 ground hephaestus.Is the T1 industrial ground asset an Odyssey settlement? Those will emit weak links. If it is a planetary port, though, then I don’t have an answer.
For the 2 T1 vulcan orbiting the same planet: Both have markets.I have put two T1 orbitals around the same planet, one industrial and one high-tech. What happened was that the industrial functioned normally, but the high-tech one did not have a market and instead behaved like it was an installation, granting strong economic influence to the industrial T1 orbital, and weak influence to the rest of the system.
Maybe this is what happened in your system? Check to see if both orbitals have a market or not, and if one is influencing the other one.
can you provide a location and the economy proportions for the port receiving the weak link?No, all of them are ports, 3 orbit vulcan, 1 ground hephaestus.
For the 2 T1 vulcan orbiting the same planet: Both have markets.
The younger orbital vulcan emits a strong link to the older one.
The younger orbital vulcan does not show any weak or strong links and does not show any planetary influence.
The younger orbital vulcan is a pure industry 1.4, but many of its supplies are quite low and traffic report does not show medium player ships which could have caused that.
Low supplies are marked as "red", could be caused by faction in almost permanent and recurring state expansion (just like 1 anarchy has been in 1.0% inf + mostly retreat for about 4 weeks).
The older orbital vulcan is ind 2.2, native + 1 strong link + weak links mil 0.25, agri 0.25, extr 0.15, ref 0.1, ht 0.1. No planetary influence.