Elite Dangerous | Colonisation Facilities & Markets

Paul_Crowther

Senior Community Manager
Frontier
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
Perhaps someone on the FDev side should write down these sorts of things and communicate them to the players? A manual or tutorial, perhaps? 😃

Edit: I'd like to add that we can't give useful feedback about what is and isn't working if we have no idea what "working" looks like. It's not just for player benefit that you tell us how the game works.
 
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Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.

Hello Paul!
Hope you're doing well and thank you for sharing additional (much needed) info but :

1 : I have a Coriolis orbiting surface refineries, said Coriolis has been selling Biowaste for 3 weeks.
2 : How do I build facilities on the surface of a star??

Most Tier 3 stations are built in spots where surface installations aren't an option (not landable, star, barycentre, gas giant...) so... Are they doomed to be useless forever?
What about this stat named "system economy influence" on surface hubs? Is it useless too? What does it influence if the economy has to be localized?
 
Perhaps someone on the FDev side should write down these sorts of things and communicate them to the players? A manual or tutorial, perhaps? 😃
It would almost be staightforward if it wasn't bugging out, Putting bases in stupid places, economies not setting as expected, price of progress increasing as you go along instead of decreasing. It's like everything is backwards.

Let us move bases around until we decide to finalise our system (and you fix the bugs). And please give us an undo button. This is a very, very expensive time sink to be playing whack-a-mole.
 
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Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
This doesn't seem fully true as I have facilities on the ground, but they aren't impacting the orbiting station.
 
It would be nice if this and many other things would have been included in a complete in-game manual: In the Pilot's Manual.
We, the players, are not here to invent the rules of the game.
I understand that they have implemented a Beta to go adjusting certain details. But from there that the players have to play guessing games to find out how things work seems to me regrettable.
 
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I have an idea. We should have an option when looking at each of our settlements, hubs and installations to choose which Starport they direct their economic output into. that would allow us to pick and choose which locations get the economy type we want. Also we need a (tier 1) refinery installation.
 
Would be logical if Starports orbiting non-landable planets just take on the System Economy.
I have an ELW in one of my systems, I was saving that orbital spot for an Orbis or Coriolis thinking that it will be the "Main" port of the system.


Many things can be done about this, for example you can set it up such that this only happens if the system has passed a certain "Development Level" or "Standard of Living" or "Wealth" threshold, or for example, you can make it so that the goods are sold at 150% or 200% the Galactic average because they are "taxed" for the in-system delivery charge from the planets they are being produced on.
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
Thank you Paul, for actually considering and trying to allow players to properly manipulate the economies into what we want. As no one wants a T2/T3 Starport with light shining from inside and only sells Hydrogen Fuel and Biowaste :LOL:
 
Hi All,

I wish I had known this a day or two ago.

I claimed a really nice system with mostly orbital slots as all but two of the bodies are not landable.

The system has a ELW, WW and Terraformable which are all non-landable.

The location of the Primary Port is orbiting the ELW.

Great, I thought, I will put a Colony Orbiting Outpost in the Primary Slot. It will evolve as the rest of the system grows and I am not stopping any possible options down the line.

I now discover that according to the current rules, that Colony can never develop and will always remain a colony because I cannot build surface installations on the planet it orbits, which, if there, influence the orbiting outpost's economy.

Good thing I did not choose an Coriolis or an Orbis!!

So, this system which should have the potential to be rich and varied, is going to be blighted for ever because I can only build Industrial or High Tech outposts around the Non-Landable Planets.

This design, if my understanding is correct, makes Systems with lots of Ice and Rocky Ice worlds much more valuable than systems with Gas Giant and Non-Landable Planets and Moons!!

No offense, but this does seem backward, especially when existing Pre-Trailblazer systems have rich Agriculture Orbis starports orbiting ELWs, for example.

In the current setup with Colonizable Systems, it seems that this can never happen.

This makes no sense.

And what about System Influence? Does that play any role?

Also, what about other orbital facilities orbiting the same primary as the Colony economy, do they ever influence it?

I really like Colonisation, the feeling you get as you complete a new outpost or settlement is really rewarding, but I do think this economy development model needs to be tweaked a lot so that the star system economy is not permanently divided and defined by primary body (planet or moon) that only affects the objects that orbit it.

Should not the star system be treated as an economy as a whole, not a collection of geographically defined sub-economies?

And how do you build a Refinery or an Agricultural system????

I do hope you read this FD as I think the foundations so far are great, but these current restrictions make the economy building side of things so much harder, and that makes the effort of hauling thousands of tons of stuff much more frustrating, when you have no clue what you are actually building and why it is the way it is.
 

rootsrat

Volunteer Moderator
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
Thanks for listening! :)
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
and how many planetary objects of the same type must be created on a planet so that grain and vegetables appear on the orbital station of this planet?
For now, I understand that I am wasting my time trying to understand the logic of FDev. And I understand that there is no logic. You did not come up with the rules of colonization in advance? Tell the truth, I will not scold you.
 
Any other critical details about how things work for system building that you'd be able to share, before people waste couple weeks doing things wrong again?
I would like to know why after building a bunch of sites in space and on planets that I still don't have a shipyard anywhere and I built my Corialis to completion 3 days after release. Scratch that, I want to know WHY there are no shipyards in the first place AT ALL. This is a head scratcher to me. Some explanation there would be awesome. To me, the only reason to build a system at all is to have a shipyard and a UC there, pointless otherwise.
 
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