Elite Dangerous | Colonisation Facilities & Markets

Sticking a random economy on Colony builds around non-landable planets seems like it would have been the win - no-one built that hoping for a Colony economy.

I find it harder to justify putting an economy onto a station built around a landable, especially an Extraction like I got - if I'd wanted an Extraction economy I could have built an asteroid base.

I look forward to them having updated all the documentation in the release next week. Or more likely keeping quiet and hoping no-one noticed ...
I'd like to see a more concise production workflow. Where I can, for ex, go into designer view, and click on production buildings and set their outputs, to hubs, and hubs to final markets (Starports, Planet Ports). If I installation needs an input from another, then you can set that there too. IE Extraction to Refinery hub to Industrial to Market.

That way the system NPCs/BGS, is flowing from one to the other to the other. and be able to visually look at the diagram and address any chokepoints or short falls in the pipeline. So if, say, Oh the industrial is stalling because the refinary isn't producing enough of some middle ware good. I can add another extraction, and hook it up the refinery to make up the short fall.

Or say an Agricultural good is getting used by another process, but I also want to over produce that good to sell directly. AgriFarm -> Colony Hub -> Market (For the final good that middle ware good is needed for) then, Agrifarm(2) -> Market (To also have that middleware good at my market as well.)
 
Hello you lovely people - quick bit of advice; i want to build an industrial element to this system to produce the likes of steel and titanium etc. I have at my disposal an icy planet with 5 land slots and an orbital plus other system orbital spaces at hand including an ammonia world. My thoughts are 3 mining sites (T1) plus a refinery (t2) on the planet plus a port. Maybe an indy outpost in orbit. Am I million miles out on my thinking? any advice appreciated as always. Crappy picture attached...
 

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From "find a route to market elsewhere within that star system" to 'nullify existing market influences by introducing ubiquitous and far greater influences' seems like a pretty big leap. Has FDEV posted anything anywhere about what is going on?
 
From "find a route to market elsewhere within that star system" to 'nullify existing market influences by introducing ubiquitous and far greater influences' seems like a pretty big leap. Has FDEV posted anything anywhere about what is going on?
Nope! Imagine, FDev communicating! I'm having flashbacks to the big "We promise to be better at communication" post back when Odyssey dropped.
 
Hello you lovely people - quick bit of advice; i want to build an industrial element to this system to produce the likes of steel and titanium etc. I have at my disposal an icy planet with 5 land slots and an orbital plus other system orbital spaces at hand including an ammonia world. My thoughts are 3 mining sites (T1) plus a refinery (t2) on the planet plus a port. Maybe an indy outpost in orbit. Am I million miles out on my thinking? any advice appreciated as always. Crappy picture attached...
The current advice for producing these is do not do anything - wait for either Frontier to clarify what is going on, or for player experiments by people who don't care if it doesn't "work" to determine it.

There is currently no reliable known way to produce Refinery economies, or indeed any other sort of economy.


As more general advice:
- Steel and Titanium come from the Refinery economy, and no other economy; most other economies consume them
- therefore you want Refinery influence and only Refinery influence over your Steel/Titanium producer market
- you can have other things in places they do not influence the market, and will probably need them for things like boosting security, standard of living, etc.

As above, the way to implement that general advice is currently unknown.
 
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.
Suggestions for the economy programming/planning. Additional to handle orphaned space stations (these without landable planets).
1) Asteroid harbour should only buildable in asteroid fields or planet rings and be always Extraction.
Try to build such a base elsewhere should not function and lead to a hint for the player.
2) Space stations with an economy by design (eg. Industrial Outpost) > economy should stay as designed.
3) Planetary settlements with an economy by design (eg. Industrial PlanetOutpost) > economy should stay as designed.
4) Economy of SPACE STATIONS with 'colony' economy should earn their economy only from INSTALLATIONS IN ORBIT of THIS
planet or ANY moon orbiting this planet. Example: Primary port Coriolis is built and orbiting one of three moons of
a gas giant. Now a space farm is built at a DIFFERENT MOON of THIS planet. The economy of the Coriolis should
change now to Agriculture because of the influence of the installation.
! There is a missing of an INDUSTRIAL installation at the moment to change the Coriolis economy this way.!
If one build space-installations with different economies there should be a ranking, a weight. For example: if one build
1 space farm (rank 2), 1 mining (rank 3) and 1 pirate (rank 1) installation in different orbits of moons orbiting
this one planet the Coriolis should get extraction economy (highest rank). If one adds another farm, mining or pirate
installation this should not change anything. But if one adds a high tech (rank 6) or military (rank 5) installation there the
Coriolis should switch to the economy of the installation with the highest rank. An INDUSTRIAL installation (rank 4) is
missing and need to be added to the game. Planetary buildings should not influence any space station -
these should only get their economy by design (eg. Industrial Outpost) - or if 'colony': from installations orbiting
ANY other body of this planet or orbiting the planet itself.
5) Economy of PLANETARY FACILITIES with 'colony' economy should function same as space stations at point 4)
These should earn their economy from the economy of other settlements or hub's in a ranking, build on EACH
moon orbiting this planet or the planet itself.
If there is only 1 slot for a planetary settlement in a system, so don't use a facility"colony" for this.
6) The economy of the SYSTEM should function in similiar way by a ranking. But the amount of ALL facilities in the
System should count here. Example: if there are 1 space farm, 1 agricultural planetary settlement and 1 high tech
space outpost, it should be an agricultural system.
If the amount of the different economy facilities is same, the ranking of the facilities should count, example:
3 mining (rank 3) facilities and three industrial (rank 4) facilities give the result of an industrial system.
 
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Anyone who finish a new Port should report back its economy type
Also list what kind of body planet is (icy,rocky,metal,earthlike...)
Also list whats on the surface.

Anything built after last maintaince on thursday.
If you built your stuff more then 3 days ago nothing is changed until you add another settlement.
You can find the economy type in the journal.txt file
 
I am still reasonably confident that this is in fact a bug, not an FDev approved intended feature, because a lot of the newer builds people are doing are ONLY imparting industrial and not the actual economy that build is supposed to have.
 
i built a new port today was a colony one and it went INDUSTRIAL on icyworld and market is disabled on it tho for some reason
 
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My existing Coriolis (built on day 2 around a non-landable metal rich world) and T3 planetary port (completed 2 weeks ago on a rocky world with a refinery hub and two mining installations in orbit) are still stuck as Colony economies. I have 270k population and development level 45, yet the Coriolis can only manage a market of 63T biowaste and 134T Hydrogen fuel, and the T3 planetary port 802T slaves and 487T Hydrogen fuel, kinda disappointing considering the 280kT of commodities to build them :s Another Coriolis in the system orbiting along with the two mining installations remains Extraction only but with a much bigger market of goods, up to 20kT of Gallite.
 
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Suggestions for the economy programming/planning. Additional to handle orphaned space stations (these without landable planets).
1) Asteroid harbour should only buildable in asteroid fields or planet rings and be always Extraction.
Try to build such a base elsewhere should not function and lead to a hint for the player.
2) Space stations with an economy by design (eg. Industrial Outpost) > economy should stay as designed.
3) Planetary settlements with an economy by design (eg. Industrial PlanetOutpost) > economy should stay as designed.
4) Economy of SPACE STATIONS with 'colony' economy should earn their economy only from INSTALLATIONS IN ORBIT of THIS
planet or ANY moon orbiting this planet. Example: Primary port Coriolis is built and orbiting one of three moons of
a gas giant. Now a space farm is built at a DIFFERENT MOON of THIS planet. The economy of the Coriolis should
change now to Agriculture because of the influence of the installation.
! There is a missing of an INDUSTRIAL installation at the moment to change the Coriolis economy this way.!
If one build space-installations with different economies there should be a ranking, a weight. For example: if one build
1 space farm (rank 2), 1 mining (rank 3) and 1 pirate (rank 1) installation in different orbits of moons orbiting
this one planet the Coriolis should get extraction economy (highest rank). If one adds another farm, mining or pirate
installation this should not change anything. But if one adds a high tech (rank 6) or military (rank 5) installation there the
Coriolis should switch to the economy of the installation with the highest rank. An INDUSTRIAL installation (rank 4) is
missing and need to be added to the game. Planetary buildings should not influence any space station -
these should only get their economy by design (eg. Industrial Outpost) - or if 'colony': from installations orbiting
ANY other body of this planet or orbiting the planet itself.
5) Economy of PLANETARY FACILITIES with 'colony' economy should function same as space stations at point 4)
These should earn their economy from the economy of other settlements or hub's in a ranking, build on EACH
moon orbiting this planet or the planet itself.
If there is only 1 slot for a planetary settlement in a system, so don't use a facility"colony" for this.
6) The economy of the SYSTEM should function in similiar way by a ranking. But the amount of ALL facilities in the
System should count here. Example: if there are 1 space farm, 1 agricultural planetary settlement and 1 high tech
space outpost, it should be an agricultural system.
If the amount of the different economy facilities is same, the ranking of the facilities should count, example:
3 mining (rank 3) facilities and three industrial (rank 4) facilities give the result of an industrial system.
number 4 here is my biggest feeling on how things should work; stations and settlements etc should co-ordinate together within a planetary system. in other words when you are looking at the system map, each node horizontal from a primary orbit point (so a star, or CoM of a pair of stars) should be its own local economy, effecting and effected by everything conected vertically below it. To use my system as an example:
Screenshot_20250405_161134.png

each box here would be its own local economy, with each impacting everything else within it. As for how they then interact with each other for the system economy, well I don't fully understand that aspect yet so I'm uncertain lol. But this just feels like such a simple, understandable structure where it's easy to just at a glance know what will connect locally. and also it just makes the most sense with how logistics should work with the technology this world has. it's as inconsequential to move stuff from one moon to another moon as it is just from the moon to the station; at that scale the distances might as well be the same
 
number 4 here is my biggest feeling on how things should work; stations and settlements etc should co-ordinate together within a planetary system. in other words when you are looking at the system map, each node horizontal from a primary orbit point (so a star, or CoM of a pair of stars) should be its own local economy, effecting and effected by everything conected vertically below it. To use my system as an example:
View attachment 424940
each box here would be its own local economy, with each impacting everything else within it. As for how they then interact with each other for the system economy, well I don't fully understand that aspect yet so I'm uncertain lol. But this just feels like such a simple, understandable structure where it's easy to just at a glance know what will connect locally. and also it just makes the most sense with how logistics should work with the technology this world has. it's as inconsequential to move stuff from one moon to another moon as it is just from the moon to the station; at that scale the distances might as well be the same
The 3 before asteroid belt should be group up with the asteroid belt too.
 
i built a new port today was a colony one and it went INDUSTRIAL on icyworld and market is disabled on it tho for some reason
Here is the existing issue, pls upvote:

Some squad friends of mine just built a T3 starport. It was supposed to be a replacement for the Coriolis in orbit, which has a bugged market. Now it is bugged.

Advice:
1. Build as small as possible. Leave those T3s for later
2. Build station first, in empty local zone. Then build additional buildings for economy. If station is bugged, leave it immediately.
 
good thing this is feature complete and only needs some number balancing. Cuz playing with how the economy works sounds like the refactoring of a core mechanic.

if fdev is going to do such surgery, why bother stopping at just changing how the economy functions in these systems? A broken economy is hardly the biggest barrier to more engagement in this feature. It's basically just a roleplaying concern. While it would be nice if players could shape systems more to what they want, none of the elite universe economy makes any sense at all. It makes as much sense to have facilities only benefit stations orbiting them as it does to have different prices or supplies of things on different stations in the same system (or even neighboring systems within 20ly (none).

How about on top of looking at refactoring the colony economy bgs, they add convoy escort missions to truck shipments of needed commodities that players can take at given colony systems? Could scale it from easy to hard so we can take a break from the utter fun and excitement of jumping between two stations and landing. That's a colonization update that would actually be helpful beyond roleplaying that the bgs in these colony systems matter.
 
good thing this is feature complete and only needs some number balancing. Cuz playing with how the economy works sounds like the refactoring of a core mechanic.

if fdev is going to do such surgery, why bother stopping at just changing how the economy functions in these systems? A broken economy is hardly the biggest barrier to more engagement in this feature. It's basically just a roleplaying concern. While it would be nice if players could shape systems more to what they want, none of the elite universe economy makes any sense at all. It makes as much sense to have facilities only benefit stations orbiting them as it does to have different prices or supplies of things on different stations in the same system (or even neighboring systems within 20ly (none).

How about on top of looking at refactoring the colony economy bgs, they add convoy escort missions to truck shipments of needed commodities that players can take at given colony systems? Could scale it from easy to hard so we can take a break from the utter fun and excitement of jumping between two stations and landing. That's a colonization update that would actually be helpful beyond roleplaying that the bgs in these colony systems matter.
I think it would be very cool if missions to haul supplies to colonization ships would spawn in nearby systems and paid handsomely.
 
Edit notice: it's now been reported by FDev to be an error/bug and will be reverted.

Old post:
I understand the recent "innate influence" change was trying to address this, but it has made system colonization worse across the board. What we had before was so much more preferable to this (IMO).
 
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