Now I’m yet to read up on every comment in the thread, but some notes of my own to this -
In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
What will happen when you have both a T1 and T3 planetary port on the same body? Will the T1 just remain colony and/or inherit the body’s economy influence while ignoring what was built on it?
Weak links are created between ports and supporting facilities located on different bodies within the same system
Okay… but I didn’t ask for that security or relay station at the star or a non-landable with no other orbital slots to begin providing a military or high tech influence to my station which will have some of its (useful to colonization) exports eaten by the weak link…
In other words, if this baseline influence cannot be overridden as was basically impossible during the original (and accidental) implementation, and is as strong as it was then, bye bye to anybody’s plan that built their refinery things on/around a high metal content world with volcanic activity. Why does it have to give industrial anyway? Not sure I’m following the logic of “volcanic activity = industrial economy”. [Industrial eats literally
all of the refinery exports which are useful to colonization. So do military and high tech to a lesser degree, unless you specifically disabled this for new colonization builds.]
Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
See above for why this is a mixed bag. Same thing for the weak link economies -
on paper this might seem like a good idea, but in practice this will just result in stations with 3/4+ economy types (likely two major and two minor) everywhere because currently people
have to build installations with either high tech and/or miltary influence in order to raise the system’s security level/stat at a reasonable rate. (Building 20 different comms installations is not “reasonable” and the government installation with a lack of economy influence is a standard of living structure first, other stats secondary.)
I’m not sure if this will make builds more unique or just less unique because the way the system has been set up encourages building specific structures for specific purposes even if there was no intent to create an economy with them. Such as building space farms or agricultural settlements on a 2 slot moon to raise the standard of living (or at least keep it from being negative) while generally the system is primarily themed to extraction/refinery.
Pros - documentation. Because players did ask for it.
Should I be more excited? Maybe, since we are getting support updates, but I’m not exactly sold on what feels a little like whack-a-mole the problem to see how players respond to this new addition. This will create a giant mish-mash of economy types everywhere particularly due to the way increasing system security was implemented/heavily relies on military influence structures. And other build choices which may have been done by players without the intent of economic influence.
At the very least implement toggles for this to choose if we want to share economies system-wide or just locally with our builds. Planetary economies is 50/50, having the downsides to some economic types is fine but I am not convinced about them immediately applying to everything “colony” instead of responding by applying a favorable type/bonus if a chosen specialization matches with the planet. EG putting agriculture to a port orbiting a terraformable water world. I don’t want that to have tourism because A, not within build intentions and B, it will eat agricultural exports.
And any news on fixing structures not applying their economy influence properly? Unless I didn’t see it in the details.
On another note…
… could we perhaps get more baseline building options for the Orbis? There are a bunch of variations for it out there yet all we’ve got is the Apollo with the front orbital ring while its back section feels unused, and the Artemis looks like it is extra barebones (which I guess could work for a more industrial-type look but still).