Elite Dangerous | Trailblazers Update 3 - Wednesday April 30

The links will be updated and constructing new facilities will potentially change them, as per the prioritisation rules shown.
as i said above this will screw up lots of big systems with mixed economies in them
keep the changes as it is but give us the ability to block any economy we want from each individual station
otherwise you will brick thousands of systems
 
Power Play opinions:

I hope economics and mining factors continue to be the most efficient way to reinforce so location means anything at all. The rare hauling meta we had was just PP1 but worse since there was no single place to congregate and it made all systems equally efficient.

There’s no mention of a time limit on exploration and exobiology so no real fix to the issue that got them turned off and then nerfed.

It’s really silly to keep salvage a thing, but replace escape pods instead of fixing them.

The offense/defense rebalance is interesting since offense already had a huge edge in odyssey data/item/upload variety. But I applaud the intent.

It feels like the devs are playing whack a mole as best they can while the gameplay designers are AWOL.

Thank you devs for your work, and thank you PMs for remembering PP exists.
 
Wow, some excellent changes, hoping that they are delivered properly and dont immediatly break/get disabled...

Hoping this is the start to having colonisation properly developed, these sound like good eco influence changes. Hoping that they get followed by rebalancing the construction costs, as well as adding more activities, colonisation is cool, but doing 100% a->b->a hauling for hours still isn't quite good gameplay...
 
    • Has organics
      • Agriculture
      • Terraforming
    • Has geologicals
      • Extraction
      • Industrial
  • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.

So, Terraforming is now an economy type that can show up on colonized planets, but probably without any buildings so far. Still, could happen later...
 
I have serious concerns now because the previous model seemed to be that economies eat the output of other economies and thus stop many goods from even appearing at the markets this is going to make specialist stations created under the previous model into very mixed economies and possibly have them eating up the outputs.

For instance a refinery/industrial mix is currently bad news. They cross eat outputs and you end up with some metals not available and some industrial output also not available. Very undesirable. How is this being addressed?

Otherwise I really like te other aspects of this design. With some UI work to better show the overall stats this seems far more interesting a system.
 
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Wait, terraforming overide for some body type?
And how are we supposed to boost up the terraforming overide of a planet if there is no terraforming facility available to build?
And therefore, the elephant in the room, does this mean we will be able to terraform planet???
 
Nice:
  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts


EVEN NICER!!!!
  • Fixed instances of stutter during general gameplay
 
I have an Orbis around an icy world, and on that world are 3 refinery hubs and one planetary port. I'm guessing that my orbis will now be industrial (because of the world) with a bit of refinery thrown in? Sad.
 
as i said above this will screw up lots of big systems with mixed economies in them
keep the changes as it is but give us the ability to block any economy we want from each individual station
otherwise you will brick thousands of systems
Everyone who've built things up until now should've realised everything is still in Motion and will change eventually. And considering how many Systems are "bricked" up until now (constant Colony Economy, no Commodity Market working in Research Settlements etc.) this Change is more then needed. Work with what you get, not with what you wish for. Adapt and Overcome, as Humans are supposed to do.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
    • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
      • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
      • Supporting Facilities includes Settlements, Installations and Hubs
    • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
      • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
        • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
        • 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
      • Weak links are created between ports and supporting facilities located on different bodies within the same system
      • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
      • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • To aid understanding this new system, some examples of this in action are below:
      • System 1: Body 1 has several facilities on the surface, whilst body 2 and 3 have ports in orbit
        • Weak links will be created between each body 1 facility and both ports around body 2 and 3
      • System 2: Body 1 has several facilities and a port on the surface, with another port in orbit
        • Strong links will be created between each facility and the port on the surface. A further strong link will be created between the planetary and orbiting port
      • System 3: Body 3 has a port in orbit, with a mix of planetary and orbital facilities located at bodies 1, 2, 3 and 5
        • Strong links will be created between the body 3 port and all facilities located at body 3
        • Weak links will be created between the body 3 port and each facility located at bodies 1, 2 and 5
    • These links will be retrospectively created for all existing colonised systems during the patch downtime
    • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
    • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
      • Agriculture economy:
        • Boosted by:
          • Orbiting an Earth like world
          • On or orbiting a terraformable body
          • On or orbiting a body with organics
        • Decreased by:
          • On or orbiting an icy body
          • On or orbiting a planet that is tidally locked to its star
          • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
      • Extraction Economy:
        • Boosted by:
          • In a system with major or pristine resources
          • On or orbiting a body with volcanism
        • Decreased by:
          • In a system with low or depleted resources
      • High Tech Economy:
        • Boosted by:
          • Orbiting an ammonia world
          • Orbiting an earth like world
          • On or orbiting a body with geologicals
          • On or orbiting a body with organics
        • Decreased by:
          • Nil
      • Industrial and Refinery Economies:
        • Boosted by:
          • In a system with major or pristine resources
        • Decreased by:
          • In a system with low or depleted resources
      • Tourism Economy:
        • Boosted by:
          • Orbiting an ammonia world
          • In a system with a black hole
          • Orbiting an earth like world
          • On or orbiting a body with geologicals
          • On or orbiting a body with organics
          • Orbiting a water world
          • In a system with a white dwarf
          • In a system with a neutron star
        • Decreased by:
          • Nil
      • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
    • 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.
      • These overrides are as follows:
        • Black holes, Neutron Stars, White Dwarves
          • HighTech
          • Tourism
        • Brown Dwarves and all other star types
          • Military
        • Earth like worlds
          • Agriculture
          • Hightech
          • Military
          • Tourism
          • Water world
        • Ammonia world
          • HighTech
          • Tourism
        • Gas giant
          • HighTech
          • Industrial
        • High metal content and metal rich world
          • Extraction
          • Rocky ice
          • Industrial
          • Refinery
        • Rocky​
          • Refinery
        • Icy
          • Industrial
        • Has rings (includes stars with asteroid belts)
          • Extraction
        • Has organics
          • Agriculture
          • Terraforming
        • Has geologicals
          • Extraction
          • Industrial
      • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
These changes are fantastic, thank you and the team so much for implementing them and giving all this detail!

I have one main question. Will weak links permeate the entire system? If I were to have a facility on body C7, will it create a weak link with a port around body A1, which is orbiting a different star and may be 150,000 Ls away?
 
I have an Orbis around an icy world, and on that world are 3 refinery hubs and one planetary port. I'm guessing that my orbis will now be industrial (because of the world) with a bit of refinery thrown in? Sad.
they said if your port has a colony economy they will undergo an override. If the port you mention have an economy that shaped into something else already, you should be fine.
... maybe not so fine if you have a secondary economy saying "colony" 😨
 
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