There is no system economy at the moment.Its more than that, I'm afraid you hit a known bug.
until yesterday I would have said the same - but a Cdr in german group SNP on Apr 13th build another Hightec-Hub and got the eco of his Coriolis changed from 1.0 Colony to 0.5 Colony/0.5 Hightec.There is no system economy at the moment.
Therefore having a colony Coriolis is as expected.
Coriolis has no economy influence.
Therefore no changing the outpost economy is to be expected.
I dont see any bug here, apart from "economy influence doesnt work".
And the additional effect of the "refresh" then activates the week after but only if you refresh it building something new? Sounds awesomeAdd me too, with that Civilian surface port that got 0.5 refinery a few days ago although I have no less than 4 refinery hubs there. Location HIP 76495 8
I just did a flyover over those refinery hubs, in journal each seems to have 1.15 refinery. The port is still 0.5 colony, 0.5 refinery.
Only one of them hubs was built Wednesday, just before the weekly tick, everything else, including the outpost, was build after.
Oh, and it was after the third hub that the influence changed. But when I built the fourth - nothing happened - even the 3 commodities from the port stayed the same.
If you want my 2 cents - that hub built before the tick finally went online - and me building smth else acted as a "refresh".
Possible explanation for the actual state of thing: everything we build is only starting to come online (and offer eco. influence) the days following the weekly tick, and not straight away, and even then, only after a "refresh" - aka a new asset is built. This next week-end should prove (or disprove) my theory.
Wait we have confirmation that this is not getting fixed at any point?A colony that will never detect a new influence type is doomed to being a poop station forever. This can happen for three reasons:
- The colony was built in the last (or only) free slot at the planetary body.
- The colony is an orbital or space outpost that was not built in slot zero.
- The colony is an orbital or space outpost that was built at the same planetary body as the primary port
If this is true, and remains long without being fixed... that would be completely ridiculous.
And you know what, lets test.... no wait, weeks of hauling and it will change or not work at the end of it! GAHHAdd me too, with that Civilian surface port that got 0.5 refinery a few days ago although I have no less than 4 refinery hubs there. Location HIP 76495 8
I just did a flyover over those refinery hubs, in journal each seems to have 1.15 refinery. The port is still 0.5 colony, 0.5 refinery.
Only one of them hubs was built Wednesday, just before the weekly tick, everything else, including the outpost, was build after.
Oh, and it was after the third hub that the influence changed. But when I built the fourth - nothing happened - even the 3 commodities from the port stayed the same.
If you want my 2 cents - that hub built before the tick finally went online - and me building smth else acted as a "refresh".
Possible explanation for the actual state of thing: everything we build is only starting to come online (and offer eco. influence) the days following the weekly tick, and not straight away, and even then, only after a "refresh" - aka a new asset is built. This next week-end should prove (or disprove) my theory.
This is more-or-less my experience:I find the Eco/Sec sliders + Market contents refresh 90% of the time on building completion. The other 10% happens when I queue up the next building (i.e. just request it to be built - even before I make any deliveries). In both cases I will relog afterwards.
Are you talking about the last few days?I find the Eco/Sec sliders + Market contents refresh 90% of the time on building completion. The other 10% happens when I queue up the next building (i.e. just request it to be built - even before I make any deliveries). In both cases I will relog afterwards.
I don't find the daily or weekly tick has any effect, other than making some buildings go 'complete' and some construction sites disappear.
But then again I don't look at the economy mixes, so maybe they are done different![]()
Yes.Are you talking about the last few days?
Government type of the controlling faction. Of course, legality of goods also changes localky with different factions in charge. Eg my Anarchy-controlled surface port happily exports Combat Stabilizers, which are illegal in the rest of the system.Bit of a silly question perhaps, but who "decides" what goods are illegal goods in a system?
Is it based on controlling faction type? Or randomised, or unique to each faction?
I think they call that hibernatingHahaha ahhh!!! pulls hair out
I'm going to bed until they fix colonisation.
Bit of a silly question perhaps, but who "decides" what goods are illegal goods in a system?
Is it based on controlling faction type? Or randomised, or unique to each faction?