Elite Dangerous | Colonisation Facilities & Markets

No, you're not the only one who feels this way.

Me and my squadron made our first steps into colonizing a nearby system by building a coriolis starport together. It went live after maintenance as it should have, but still has no shipyard, livery, or outfitting.
My buddy made a coriolis starport somewhere else, and has a shipyard out of the gate, no other structures built.

So far I've read "raise your tech level" or "raise your development level and it'll show up".

I spent 4 hours solo building a comms installation which supposedly raises my tech level by 3 points to test this, and it completed Tuesday. After thursday's recent tick over, still no shipyard, livery, or services. Meanwhile, buddy's coriolis? Still chuggin' with everything except UC, out of the gate.

My system is Ross 303, an 8 body system with a pop of 13,900, with a system score that increased from 8 to 11.
My buddies system is Piscium Sector UK-N A7-1 with a body count of 6, and has a population of 14,000.

The ONLY detectible difference is that he chose to build a coriolis with the 4 poles sticking out, and I chose the base one without any.

It's incredibly deflating to have 0 real answers to this.
Now you've done it, someone will pop in here telling you that all you need to do is cross your eyes, pat your head and rub your tummy and these will just show up (quit whining). lol
 
Excellent news. Just having a strong local and weak global influence, or having facilities with no market locally look for another one elsewhere (perhaps starting nearby, like facilities on a moon looking for a market around the planet, then the other moons, then looking for them around the star or other bodies entirely) would be great.

Would still love to see the actual planets themselves have an influence on markets though - maybe ELWs should count as having some number of invisible facilities, equivalent to agricultural settlements, to influence the market of anything built around them? As it stands we're better off looking in some brown-dwarf string-of-iceballs system for whatever bodies we can find with the most surface slots, rather than the ELWs and terraformables that every exploration CG has specifically asked for us to find.
 
This is my intention -- I would like to build a balanced system, but it's incredibly hard to know "where to stop" with various metrics because we have no idea what their effects are. "There seems to be some indication" is a terrible player experience -- especially when it would be a simple matter of ten minutes to publish a web page that explains it authoritatively. I cannot understand why this is all such a trade secret.
I've heard this said a few times... what's a "balanced system" mean? Like, I could hazard a guess, but all those guesses result in a system that is bad at everything and good at nothing, instead of two systems that are good at one or two things, and create opportunities between the two.

The extreme case of this is a system I've mentioned a few times now, where there's five different economies run out of the one station... it buys everything and sells hardly anything.
 
Generally, I think it's a good idea to be able to get "local" Economy in a system.

Probably it could be an idea that a "region" for an economy can be built while using a planet with it's moons (3, 3a, 3b, ... f. ex.) with some influence to each other.

For Ports without landable planet or only one or no chance to built an orbit facility, there could be much more influence of system economy than to ports at/on landable planets.
 
Finished my Ocellus Starport yesterday evening, it was live this morning :).

There was no change in population; 60.800 just as before the Ocellus Starport was built.

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I'm hoping that by constructing a Space farm, that my Coriolis (Darkseid Vista) at the ELW, will produce more than just flatulence and poop.

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-If a star has 3 slots, would the other 2 slots influence the Orbis in the 3rd slot?
-If a planet has X orbiting slots and 2 moons with each X orbiting slots and 0 planetary slots, will all those influence a station in orbit around the planet?

-It would be prudent that an unnafected port/station adopts the system main economy if no influencing ports/installations is within given parameters
I don't understand why any of this should even matter. I mean what are we building here Rube Goldberg machines? Why can't I just place big station here, make it such and such economy and then add other things to enhance my end goals. Why is it convoluted to oblivian. Not everyone is a PP/BGS expert. I for one have absolutely no clue what to do with my Asteroid base after all this. Probably just going to use it as a garage for my mining ships.
 
Why can't I just place big station here, make it such and such economy and then add other things to enhance my end goals
There seems to be a desire - via the various dependencies and requirements - to encourage people to build varied systems, with installations, Odyssey settlements, Horizons hubs, etc. (all of which are important as targets for missions, for example) rather than just building one big station to serve as a stationary FC equivalent and being done with it, and then wondering why you don't get any decent missions because everyone around you has done the same thing.
 
Hi all :)

It's broke Jim..
But not as we know it, not as we know it.
There's Thargoids on the starboard bow, starboard bow starboard bow.


Okay, on a more serious note :D
I've got a Coriolis station up and running, the stations revolving, shipyard is up and running (but only some grade 1 modules available) scaffolding towers are gone, and a load of rubbish and crap strewn about the floors of the hanger lifts area and concourse yesterday 😬 (can we hire janitors or refuse collectors?).but that's when I docked my Cutter. Strange though, I've just docked my DBX this morning and there's no litter!?...perhaps there are litter pickers but they work in the wee hours maybe.
There are missions available, and I can store ships and modules. I can also transfer ships (and I think modules) to the station.
There's only bio waste for sale and hydrogen fuel (is there any practical use for this stuff still?)

Incidentally, I could do with tarting up the station with some personalised nick knacks. Never mind ship interiors :rolleyes:...I would like a nice aquarium in the foyer with some rare fish and alien water / sea creatures too, can I purchase those from unique systems vendors?....or the ARX shops? :sneaky:
I mean, I would like player visitors to my station to be suitably impressed with it's fine Empire decor....sniff!

The main question about all this is what planet based stations (or some more orbitals) would give me some more varied commodities for sale at this Coriolis station?
What about some new 'rares' we could produce as well that would be unique and customised for this / our station....for example Cornish pasties & chips! or a unique hot curry.

So what type of planet based port should I build next, I'm confused with all the options that's available 😵‍💫
The Coriolis is orbiting a high Metal content world, not landable but it's got an atmosphere, but there's no other moons attached to it. There are several other potential building sites on some of the other landables in the system though.
I'm personally not going to commit to another building project until I can understand what effect in detail my next actions should be.🧐

Jack :)
 
There seems to be a desire - via the various dependencies and requirements - to encourage people to build varied systems, with installations, Odyssey settlements, Horizons hubs, etc. (all of which are important as targets for missions, for example) rather than just building one big station to serve as a stationary FC equivalent and being done with it, and then wondering why you don't get any decent missions because everyone around you has done the same thing.
I can understand that but then why don't they show us what those various dependencies and requirements are and what the outcome will be? It would help out alot because maybe what a given result will be is not something I want to waste my time on, regardless of what Fdev wants. So until then, my base will function as a stationary FC.
 
I can understand that but then why don't they show us what those various dependencies and requirements are and what the outcome will be? It would help out alot because maybe what a given result will be is not something I want to waste my time on, regardless of what Fdev wants. So until then, my base will function as a stationary FC.
In my opinion... as a general concept, the opacity of things makes sense to me because the BGS, for which Colonisation is pretty much the embodiment of, is meant to be opaque to players.

But this is where there's a cognitive dissonance with FD even thinking of releasing this update. Colonisation was always going to carry a demand for transparency on what the facilities do... but that would be transparency onto a deliberately opaque system. It doesn't make any sense.

The other part of this which is somewhat strange is that the assets clearly aren't new. While this also makes sense[1], it also results in the most necessary economy for more colonisation (Refinery) to also be the most obscure one to kickstart... given there's no refinery outpost or Odyssey settlement to speak of which comes with a refinery economy out the box. It's the only one that must be evolved (save for some of the more obscure ones? Anyone made a terraforming economy or prison colony economy?)... that's a really odd way to carve things out.

But equally, Ian is right.. excess transparency would result in pretty homogenous things. People ignore outposts at the best of times[2]... so it's actually quite sensible therefore to make outposts and Odyssey settlements the best and cheapest way to get a bootstrap economy up, and enforce bigger markets through the variety of facilities, again, to allow the necessary diversity for the bgs to do its thing.

[1] it's even clearer now (imo) that this update happened not because it was necessarily planned, but because (a likely intent for) automatic, BGS- driven colonisation couldn't happen in a sane way without snowballing fast.

[2] insulating membranes say hi.
 
Incidentally, I could do with tarting up the station with some personalised nick knacks. Never mind ship interiors :rolleyes:...I would like a nice aquarium in the foyer with some rare fish and alien water / sea creatures too, can I purchase those from unique systems vendors?....or the ARX shops? :sneaky:

Here Jack, enjoy! 🐟😁

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Colonisation was always going to carry a demand for transparency on what the facilities do... but that would be transparency onto a deliberately opaque system. It doesn't make any sense.
Civ 6 lasted for a decade, despite the common complaint on Reddit being exactly this.

And of course now 7 is here, everyone suddenly loves 6 with the brilliant and super-clear system for the religious game why have you trashed that Firaxis etc etc.

I actually was becoming comfortable with the cognitive dissonance needed to like the Trailblazers mechanic but I have two blocks:

1. The location of the initial build is pretty much random from the point of view of the player. That is just plain nasty. We could reverse engineer the entire thing but if you can't control where you build the damn economy in the first place what is the point?
2. Ian pointed out that the BGS has at least four sets of rules because they were designed years apart, and the way those interact wasn't designed by anyone. Ain't no-one going to fix that so there will always be an ineffable element.

It's a shame "We don't like it, but we'll have to go with it" is too long for an Outpost name.
 
the BGS has at least four sets of rules because they were designed years apart, and the way those interact wasn't designed by anyone. Ain't no-one going to fix that so there will always be an ineffable element.
There is a difference between "not fixing" and "not understanding". I would understand if they said that they couldn't fix some part of the system because the code is spaghetti, and it would essentially require an entire rewrite to untangle it.

If the reason they can't tell us how it works because no one at the company understands how it works, then that's inexcusable. Pay someone to go through the code and figure it out, write up how it works, and then tell us.

And yeah, I'm beginning to think that the colonization effort was more-or-less just creating a user-facing UI to something that has long existed in the game, but for admin use only, and that they don't really understand how it works. I know that's a little bit tin foil hat, but I can't think of any other reason they'd not tell us how this new feature, that requires a lot of time and effort to participate in, works. It would take years for us to guess-and-check it; surely that wasn't their plan.

Sorry, I'm ranting again.
 
There is a difference between "not fixing" and "not understanding". I would understand if they said that they couldn't fix some part of the system because the code is spaghetti, and it would essentially require an entire rewrite to untangle it.
The other problem is if you did completely reimplement it, you still can't then tweak the behaviour of the seeded part of the galaxy because it will cause all sorts of problems in the established game. So why bother?

And whilst they could document - or at least hint - how the 2024 code works - that's a separate thing. They do understand it. The fact it's somewhat different to how a seeded system works doesn't matter for station placement, because you can't place stations in the preseeded systems anyway.

If the reason they can't tell us how it works because no one at the company understands how it works, then that's inexcusable.

It would not be a unique situation, believe me. There are real-world life-and-limb critical systems in this state. I'm prepared to excuse 2024 FDev but some of the idiocy that painted them into this corner is indeed an entire self-own, to do with business rather than code.


I know that's a little bit tin foil hat, but I can't think of any other reason they'd not tell us how this new feature, that requires a lot of time and effort to participate in, works.
Nah I think this one is the incompetence side of the Razor. There is time invested in documentation and the parts which are there are pretty good. But they forgot all the stuff about station influence is no use if you don't have decent control over where the stations go in the first place, and the entire ELW gameplay is unavailable, and the Odyssey stations being weird is a function of stacking decades of code.

It would take years for us to guess-and-check it; surely that wasn't their plan.
It won't tho. The thread reverse-engineering the Trailblazers aspects of this is getting pretty close to the truth already.

I think that's been masked by everyone going nuts about FDev's reply on Twitter/X. The forum had figured that out already!

Sorry, I'm ranting again.
Good rant tho.
 
One of the threads on reverse engineering how this all works. It's coming up in most of the big Trailblazers threads though, are you reading literally just this one?
 
One of the threads on reverse engineering how this all works. It's coming up in most of the big Trailblazers threads though, are you reading literally just this one?
I mostly just read dev posts. That thread is almost entirely speculation. I'm not sure it counts as "figuring it out" in any meaningful sense of the phrase. I just skimmed it, but there didn't seem to be any effort to sort out correlation vs causation.

It would be better if Fdev just told us the rules to their game, I think.

Thanks for the info.
 
Civ 6 lasted for a decade, despite the common complaint on Reddit being exactly this.

And of course now 7 is here, everyone suddenly loves 6 with the brilliant and super-clear system for the religious game why have you trashed that Firaxis etc etc.

I actually was becoming comfortable with the cognitive dissonance needed to like the Trailblazers mechanic but I have two blocks:

1. The location of the initial build is pretty much random from the point of view of the player. That is just plain nasty. We could reverse engineer the entire thing but if you can't control where you build the damn economy in the first place what is the point?
2. Ian pointed out that the BGS has at least four sets of rules because they were designed years apart, and the way those interact wasn't designed by anyone. Ain't no-one going to fix that so there will always be an ineffable element.

It's a shame "We don't like it, but we'll have to go with it" is too long for an Outpost name.
Oh right... yeah... so I'm just kinda stating how it is.

TBH, I'm totally unsurprised by the opacity because of the opacity requirement of the BGS, and I'm ok with that.

But your average punter would want transparency, for... well... reasons...
 
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