"Development Level >>"? Figuring out what all these numbers do.

The way I see it--don't build things that affect economies of stations; keep the slots for them free! Do build stations (so they're ready-to-go for economy adjustments once things are working again) and auxiliary stuff to boost system stats (like comm, government and security installations, military stuff etc). If you have that Coriolis or Orbis planned, now is the time to build it, then add the Refinery hubs or Bio-research settlements once things have settled down.
Or build the economy-influencing orbitals/ground structures, but leave 1 tonne of commodities undelivered so it's a simple matter to complete them once bugs have been fixed.
 
Man, if id really commited to hauling even more to get the refhubs done id be so disapointed.... So glad i decided to play something else.....
Do they not have a test server where they can verify basic colonisation functionality before rolling it out to everyone?
 
Man, if id really commited to hauling even more to get the refhubs done id be so disapointed.... So glad i decided to play something else.....
Do they not have a test server where they can verify basic colonisation functionality before rolling it out to everyone?
It feels like it's a bunch of jr. devs building out the feature, without any oversight. I can feel the passion for the feature, but I can't feel the expertise.
 
It feels like it's a bunch of jr. devs building out the feature, without any oversight. I can feel the passion for the feature, but I can't feel the expertise.
Yeah, id believe it if they were throwing juniors at the 10yrs of technical debt, with how bad the implementation of colonisation was, how much stuff gets broken, and then whatever isn't completly gamebreaking stays broken (just look at the issue tracker backlog), fdev is really bungling up this game....
 
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I built a civilian outpost a month ago,and added a mining outpost (3 weeks ago) and nothing happened. Civilian outpost still 100% colony. So that is working as intended for your space farm.
I believe the space farm and mining outpost do not have the "weight" to affect an outpost on their own.
A hub has influence 0.45 but weight 3. Space farm has weight 1.

None of this is of course explained anywhere, its just data reported by commanders who experimented weeks ago.
Can't confirm.

Spacefarm + L agri settlement set Coriolis to 1.0 agri. Spacefarm is powerful.
(edit: this was two weeks ago)
Pls don't think. Experiment and measure.

All economy experiments:
  • dock at station/settlement
  • read "docked" event from player journal. There you get the economy influences.
  • build something.
  • dock at station
  • read docked event. Compare.

Thinking and having theories is dangerous. Had often rather complex theories for the BGS that were mostly wrong once i tested them.
Elite Dangerous has very specific rulesets that do not necessarily fit the real world. That was like this with the BGS. That is the same for colonization.

Edit: Regarding your colony: This is imho a bugged station. If you placed a mining outpost, this should give 0.5 or more extraction economy influence to an outpost. We have at least partial extraction economies for an outpost with just a single mining outpost. Space farm works as well. So you might want to either raise a ticket or place another asset into the local zone to retrigger. In case you have no market at all (not even Biowaste), don't bother and just don't put more effort into this station until the bug is fixed.
 
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It feels like it's a bunch of jr. devs building out the feature, without any oversight. I can feel the passion for the feature, but I can't feel the expertise.
To be fair, Fdev haven't made this kind of fundamental changes to a game, live, in my memory, as part of a big update with a paid DLC, yes, but they are trying to do big things, for us, on low budget, because they almost toasted themselves with their failed high cost IP games. I'm really glad they are trying, I just hope our despondence doesn't make them give up, and I really really hope the excitement created by colonisation doesn't bleed away.

I've always felt Fdev seemed unaware of just how many people love Eilte and even more want to play it if there is new content, I feel they are constantly surprised by the success of Elite dangerous content updates etc...
 
Can't confirm.

Spacefarm + L agri settlement set Coriolis to 1.0 agri. Spacefarm is powerful.
(edit: this was two weeks ago)
Pls don't think. Experiment and measure.

All economy experiments:
  • dock at station/settlement
  • read "docked" event from player journal. There you get the economy influences.
  • build something.
  • dock at station
  • read docked event. Compare.

Thinking and having theories is dangerous. Had often rather complex theories for the BGS that were mostly wrong once i tested them.
Elite Dangerous has very specific rulesets that do not necessarily fit the real world. That was like this with the BGS. That is the same for colonization.
Two weeks ago, is a long long time ago now...
 
Two weeks ago, is a long long time ago now...
Yes. That is true. Nevertheless i still assume that the originally rolled out state is the intended gameplay mechanic.

Planetary economy influence has been disabled.
Some bugs were fixed, and new ones introduced.

So while i cannot say whether a space farm (or a refinery hub) IS working RIGHT NOW, i am convinced how they are supposed to work. Because nothing has been communicated or tested that they should work any other way. In case it turns out over the next few days that space farms, mining outposts and - most important - Refinery Hubs do not give economy influence, then the whole colonization gameloop is basically 80% broken except for station building and daisy chaining.
And that will also come to a halt sooner or later when you cannot build powerful refineries. At least for all people who do not own a fleet carrier.
 
Hey so I know this is guessing now, and I wont act on it before we learn what's actually happening but... (he laughs at himself)

In the past, before planetary econ influence, the orbital station economy was affected by the economy influence of the installations on the planet and next to it in orbit. Was that right?

So a station in slot 0 was influenced by the installations on the body and any influencing installation in slot 1 (but not slot 2)

Is that how it was?

My question is about the outposts which come with an facility economy, where they improved by installations which influence econ, on the body or neighboring, which had the same economy? E.g., would a military outpost (economy 100% military) get boosted by a security station in orbit or military settlements/hub on the body? Or would one need to build a colony economy outpost to pick those up?

This only matters if planetary influences come back. Because the content of the outpost isn't based on how much influence the the econ of the outpost has, but the development level of the system. So if we think planetary influences come back we'll want to maximize the influence of the economy we want.

I'm trying to see if (pretending dev level is the same in both scenarios) there is an advantage between these two set ups:

On Body: 2 Large Military Settlements
Orbital Slot 0 : Military Outpost
Orbital Slot 1 : Security Station

Or

On Body: 2 Large Military Settlements
Orbital Slot 0 : Commercial Outpost
Orbital Slot 1 : Security Station

(Please ignore the extra dev from the commercial outpost!)
 
So while i cannot say whether a space farm (or a refinery hub) IS working RIGHT NOW,
can confirm currently they are not. Yesterday finished a Farm next to my Commercial Outpost - still 1.0 colony/0.0 Agri.
That might change with the BGS tick but I am not convinced.
To me it looks as if they, by killing off the planetary influence, killed everything else as well.....

@Paul_Crowther dare to comment?
 
My question is about the outposts which come with an facility economy, where they improved by installations which influence econ, on the body or neighboring, which had the same economy?
definetly YES. My science outpost successivley rose from 1.0 Hightec to 2.15 Hightec by building Science & Hightec Hubs on the surface
 
Yes. That is true. Nevertheless i still assume that the originally rolled out state is the intended gameplay mechanic.

Planetary economy influence has been disabled.
Some bugs were fixed, and new ones introduced.

So while i cannot say whether a space farm (or a refinery hub) IS working RIGHT NOW, i am convinced how they are supposed to work. Because nothing has been communicated or tested that they should work any other way. In case it turns out over the next few days that space farms, mining outposts and - most important - Refinery Hubs do not give economy influence, then the whole colonization gameloop is basically 80% broken except for station building and daisy chaining.
And that will also come to a halt sooner or later when you cannot build powerful refineries. At least for all people who do not own a fleet carrier.
I agree in part, but I don't think the state pre-planetary influences is the desired end state.

I think the planetary influence was a work in progress with known issues they hadn't resolved yet that was release accidentally early. I.e. if it had been released when intended it would have been different from what we saw. I expect they want planetary influences, I know I do, I hate the immersion breaking that all planets do the same brings, and how non landable planets (gas giants, elw, ww, and non landable HMCs etc) were useless. It CANT be that an ELW is worth less than an icy body to colonization efforts! I mean you can currently build a absolutely poping tourism system in a system with nothing remotely remarkable at all in it, no obvious tourist attraction! (Maybe the inside of tourism stations should be redesigned so if they are not around an ELW or WW they have obvious rollercoasters visible in the landing bay... I'd love to fly through a loop-de-loop while landing!)

Eventually I hope planet types effect more things, even if just for flavor like max population etc.

Also I think the daisy chaining will come to end even for people with fleet carriers, as you get further and further out the cost in trit will become very high...
 
definetly YES. My science outpost successivley rose from 1.0 Hightec to 2.15 Hightec by building Science & Hightec Hubs on the surface
GREAT!

I wonder though would the outpost's market be any better than a commercial/civilian outpost's (which would read 1.15 High tech in your example with Science & hightec hubs on the surface)? :unsure:

Also does this give us a hint at intentions?

If the 'fixed' econ stations can get a boost to their 'fixed' economy, but no influence from installations which give other economic influences, then I think one feature I hoped could be, potentially, an end goal for planetary influence feature maybe what they have in mind! :)

When we saw it planetary influence worked just like the econ influence of an installation. So whether we wanted it or not, our colony stations were influenced by it. But, it could eventually be implemented differently so it works more like with 'fixed' econ stations. They could do this by making it a multiplier to the economic influence of nearby installations, instead of direct economic influence.

So if we take this set up as a thought experiment:

Rocky body, with atmos and biological signals, 2 refinery hubs + Orbis orbital.
Planetary influences were: 1.15 refinery, 1.15 Agriculture

In the old way, just rolled back, the economy of the Orbis would have been around 2.05 refinery and 1.15 agriculture.

But if the planetary influence is reworked as an influence multiplier then:
Planetary multiplier: 1.15 refinery, 1.15 argi
Orbis economy= Refinery 1.10 argi = 0.

If I then built a space farm in orbit and then it would be refinery 1.10 and agriculture 0.65 (0.5 from the t1 installation * multiplier 1.15)

On non-landable planets they would work as direct economic influence instead of a multiplier (pretty sure this was the end state of the feature which was accidentally 'released early')

Anyway I should stop speculating!
 
Anyway I should stop speculating!
Yes. We need to wait until things settle down and get fixed.

Current status:
  • BGS working maybe 10-20%
  • Settlements and starports not working, no markets
  • station economy buildings not working
  • therefore no new large stations of any kind possible, neither in orbit nor planetary
  • Some markets bugged
  • many initial stations at the wrong slots stuck in the "poop and gas" meta
  • buildings are mostly refinery oriented (95%)
  • testing takes a lot of time and hauling (2 hours for a minimal building, assuming 3k tons / hour hauling rate)

Basically all you can really do is daisy chaining and claiming systems.
Building wide works. Building tall doesn't, at all.

Current state of colonization is very bad.
 
If I want an Orbis to adopt a tourist or agricultural internal cosmetic look, presumably putting it around an Earthlike planet would not achieve that (unless there are other orbital slots that could take tourist-type stations?)... so would putting it around a landable world with tourist or agri settlements on help make it touristy/agricultural?
 
If I want an Orbis to adopt a tourist or agricultural internal cosmetic look, presumably putting it around an Earthlike planet would not achieve that (unless there are other orbital slots that could take tourist-type stations?)... so would putting it around a landable world with tourist or agri settlements on help make it touristy/agricultural?
Yes. We built a Coriolis with 1 space farm and 1 L agri settlement. It went to agri economy and has the agri skin.

Most important: When you build an Orbis, do so around the biggest body you can find. Like a 5+ planet. Build the Orbis first, and nothing on the planet.

But generally i advise against building Tier3 stations at the moment. Too many bugs, too many changes. Our squadron built two, one (Orbis) was misplaced in the early ignorance, the second is bugged (T3 Zeus Starport). It is a very time consuming endeavour, taking probably around 70 hours of hauling in one of the largest hauling ships.

Coriolis is fine, it is a quarter as material intense as a T3. It's like a bit over 20 hours as a primary station, and 17-18 hours as non-primary. That is already quite the hauling grind. And afterwards it does nothing, so you need to add roundabout 30k additional materials into security, points, and economy influence. And then you only have a small economy.

So... don't build very large. And as soon as you encounter any bug, disengage immediately. We hauled roundabout 500k - 600k of materials into a system with one coriolis and one starport, and the whole system is bugged except for the outposts. Coriolis not working, Starport not working. We could have stopped at any point, but didn't. And that wasn't wise. Do not repeat our mistake and save yourself the frustration.
 
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can confirm currently they are not. Yesterday finished a Farm next to my Commercial Outpost - still 1.0 colony/0.0 Agri.
That might change with the BGS tick but I am not convinced.
Update:
Commercial Outpost after BGS Tick has come online, but still no influence from the Demeter-Farm -> 1.0 Colony

My Astro-Base shows (after 4 Ticks" still the signs "under deployment" - although Missions are available ????
 
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