Galnet News just confirmed how to influence your Starport economy but...

Hmmm to influence the economy of your starport you have to ensure the extraction or refinery hub is on the planet thats orbiting the starport? what it if ED has designated your starport to a planet that isn't landable? (keep looking elsewhere?) - I wish some of this is made clear from the get go so we can better plan our installations etc :(
 
Yes - slots around non-landables are for:
- stations you don't need to apply an economic influence to (either because they start with an economy, or because you want a Colony you can sell a wide variety of goods to)
- installations which have an economic influence, but not one you want to apply to anything else
- extremely long-term investment opportunities for when Frontier makes mid-pressure planets / gas giants / volcanic hells / ELWs landable
 
Is there no other way to influence the economy of a starport (i.e. what if you place an installation on an orbital slot below/above it) ?
 
volcanic hells
This is a bit off-topic but I can't wait for someone to be asking "Why can't I land on this planet with 12 million atmospheres that is a few thousand kelvin above its parent star's [surface] temperature?" if that becomes a thing.

I wonder, assuming I put an Orbis above a terraformable water world and converted it to an agricultural station (providing it is possible with another slot in the planet's orbit), if it would get any 'hidden' bonuses from that. As with existing systems most if not all agricultural large stations orbit either that or an ELW. At least that is a plan I have for my current target system I've yet to reach... where the primary slot is quite thoughtfully above the terraformable water world in it (whether intended in the colonization system or just coincidence, it's a neat little thing).
 
Is there no other way to influence the economy of a starport (i.e. what if you place an installation on an orbital slot below/above it) ?
If it's a second orbital slot around the same planet, yes, you can influence it that way.

(You can't get Refinery or Industrial that way but you can get the others)
 
If it's a second orbital slot around the same planet, yes, you can influence it that way.

(You can't get Refinery or Industrial that way but you can get the others)
Damn, Refinery is what I want the most :( - so just to confirm, the only way to influence a starport to have a refinery economy is if that starport is orbiting a planet with a refinery hub?
 
So wait. My initial station was a colony outpost around a water world. There's only one landable planet and I filled both orbital slots with installations, I was planning on putting a T3 station around the water world. Are you telling me my system is permanently bricked?

Where is the logic to this planetary economy crap? The BGS didn't work like this before, ports would gather goods from the ENTIRE system and trade with neighboring systems for what they need.
 
So wait. My initial station was a colony outpost around a water world. There's only one landable planet and I filled both orbital slots with installations, I was planning on putting a T3 station around the water world. Are you telling me my system is permanently bricked?

Where is the logic to this planetary economy crap? The BGS didn't work like this before, ports would gather goods from the ENTIRE system and trade with neighboring systems for what they need.
That's exactly what I'm now worried about.
 
Damn, Refinery is what I want the most :( - so just to confirm, the only way to influence a starport to have a refinery economy is if that starport is orbiting a planet with a refinery hub?
Yes, so far as we can tell. Refinery hub is the only building of any sort which has "System Economy Influence: Refinery"

(You can also put the starport on the planet with the refinery hub - there are Colony types of planetary port too)

The BGS didn't work like this before, ports would gather goods from the ENTIRE system and trade with neighboring systems for what they need.
A believeable illusion only.

NPC ports generate goods locally at a fixed (though station-dependent) rate regardless of what else is going on in the system, and regardless of whether there are any neighbouring systems to trade with or what sort they are. There's no actual gathering of goods from elsewhere or trading to obtain materials going on (and except in an extremely abstract and conditional way, players bringing in-demand goods into a station won't boost its production either)
 
Speaking of which, did you by chance see my question posted above ^ --> https://forums.frontier.co.uk/threa...our-starport-economy-but.635471/post-10581926 ...?
Thanks. o7
No, absolutely no hints from Frontier in that direction (unless you count "not outright stating that further planet types are off the table", which in fairness is more positive than some potential features have got)

That's why I said "extremely long-term" - in the sense of "in fifty years time, maybe". The value of your investment may go down as well as up, etc.
 
This is so dumb. Imagine opening a supermarket and putting in some empty fruit stands in the hope of "influencing" the appearance of fruit.
 
Yes, so far as we can tell. Refinery hub is the only building of any sort which has "System Economy Influence: Refinery"

(You can also put the starport on the planet with the refinery hub - there are Colony types of planetary port too)
Just to double check - by 'starport' on the planet, are you referring to Tier 1 or 3 planetary ports (i.e. cities) - or both? -and putting them on the same planet that has my refinery hub influences that planetary port settlement/city to be a refinery economy?
 
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If this is real it's pretty much going to kill my interest in this ... I've spent way too much time building out a system so far thinking that it was all connected ... it's in the same system ... and I don't even have the option to destroy or move an installation. I'm hoping this is a big misunderstanding coupled with some bugs.
 
Just to double check - by 'starport' on the planet, are you referring to Tier 1 or 3 planetary ports (i.e. cities) - or both? -and putting them on the same planet that has my refinery hub influences that planetary port settlement/city to be a refinery economy?
Yes, that's correct.

T1 planetary ports come in non-Colony types too, so you'd want the Colony variant ("Civilian", I think?).

A T1 might be easier to influence than a T3, and Hubs seem to have fairly low amounts of influence, though it'd take some careful experiments to tell whether T3+Hub got you "more Refinery" than T1+Hub, even if the T3 didn't get converted as much.
(And I don't have the spare time to be building T3s, so I won't be testing that personally any time soon!)
 
Yes, that's correct.

T1 planetary ports come in non-Colony types too, so you'd want the Colony variant ("Civilian", I think?).

A T1 might be easier to influence than a T3, and Hubs seem to have fairly low amounts of influence, though it'd take some careful experiments to tell whether T3+Hub got you "more Refinery" than T1+Hub, even if the T3 didn't get converted as much.
(And I don't have the spare time to be building T3s, so I won't be testing that personally any time soon!)
Super, was hoping that would be the case - much the same here, I don't have the time/resources for T3 planetary port (all my building has been solo thus far). So will be testing by building T1 planetary port with colony variant on the planet that has the refinery hub and see what happens :) will report back here as well in case it helps anyone else out.
 
If this is real it's pretty much going to kill my interest in this ... I've spent way too much time building out a system so far thinking that it was all connected ... it's in the same system ... and I don't even have the option to destroy or move an installation. I'm hoping this is a big misunderstanding coupled with some bugs.
Totally in agreement! I was also hoping it was a misunderstanding but the more I test/see the more I'm thinking it's all by design. I just wish it was communicated clearly at the start. Sometimes there are moments where it's cool to be vague (especially with unfolding storylines like the Thargoid War) but other times, you just need to be clear especially with a functionality/feature like this that commands/requires so much of our time. Some could see all this as an insult to our time and put people off - Frontier, if you're reading, please keep this in mind and also take into consideration all the suggestions on the feedback post. One of the most rewarding ways to resolve this (particularly for players who've already invested time/resources into it or even future players who fall into this trap) is to introduce ability to edit/move/delete built ports in your systems. Even if it requires cooldowns/timelapses etc.
 
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