Impact on the availability of commodities

Good afternoon. I am not an English user, finding the necessary information is difficult for me. Please forgive me in advance if the information
is easily accessible and I ask a stupid question.

We have a Minor fraction, which will soon become controlling in the system. The system has the Terraforming economy, with all its attendant phenomena.
The system also has Coriolis, on which there is a certain set of services, goods on the market, a certain set of equipment for ships.

Questions:
1. Is it possible in the future to influence the change in the economy to some other. And if so, how?
2. Is it possible to affect the availability of goods on the market, the availability of ships on sale and modules for them. And if so, how?
 
Hi, and welcome to these corners of forums

1. No
2. To a certain degree, yes. In Boom state the availability of ships and module can include more variants.

Someone with better knowhow will correct me soon enough if I'm wrong


MDH
 
Hi, and welcome to these corners of forums

1. No
2. To a certain degree, yes. In Boom state the availability of ships and module can include more variants.

Someone with better knowhow will correct me soon enough if I'm wrong


MDH
tnx for answer. we spend so much time for search the best system for starting faction gameplay, but we dont know about so many nuanses about future of our faction) now we search solution for our problems and learn rule of this game)
 
You cannot change the economy type of a station directly. Logically, a terraforming project should eventually finish, leaving a beautiful new Earth-like agricultural world behind. Equally logically, the closer a planet is to being Earth-like (in terms of temperature, pressure, atmospheric composition), the nearer the project is to completion. But in practice, there's nothing you or your group can do to "finish" a teraforming project. DUmpin a whole bunch of terraforming gear onto the market in that system will not bring the project any closer to completion or make the planet more Earth-like. People have tried. Several years ago, FD ran a few "finish the terraforming" CGs (Northern-hemisphere-Spring seemed to be the usual time to run them), but we haven't seen one of those in a few years. Feel free to petition FD to have some more Finish the Terraforming CGs, or otherwise make it happen. Right now FD aren't doing regular old-style CGs any more, so you probably won't make much headway there.

The types of goods on the market is related to Economy type and the amount available is tied to Economic State. Improving the Economic State won't add new commodities to the list, it will merely increase the amount of commodities available. Which, in Terraforming systems, means increasing the amount of biowaste.

Ships in the shipyard are, likewise, tied to Economy type. I don't think Terraforming shipyards have much, if anything, available beyond the extremely basic small fighters and traders.

Module availability is likewise linked to economy type, with the caveat that for each module there is a hidden number of them "in stock", and when theyr'e all bought (by any CMDR, in any mode or on any platform), you can't get any more until they (very slowly) replenish. So if there's six Advanced Docking Computers in stock and there's seven people in your group, and you all decide to buy an ADC, then the first six of you can buy one, but the seventh pilot who tries to buy one misses out, because they're all gone, out of stock. Come back next week and there might be another one for sale.
 
1. Is it possible in the future to influence the change in the economy to some other. And if so, how?
Nope. If you get FD to accept a CG you can ask to get the economy of a station or outpost changed, but that's the only way. (ie. FD intervention)
2. Is it possible to affect the availability of goods on the market, the availability of ships on sale and modules for them. And if so, how?
Different factions have different legality of goods, so changing the owner of a station can change the availability of goods on that market, e.g Battle Weapons are legal and purchasable in Dictatorships.

Power and state effects can increase/decrease supply and demand of certain goods, to the point where, particularly in dual-economy stations, no supply may turn into a low supply. For example, High Tech Economy produces H.E. Suits, and are consumed by, amongst others, Refinery economies. So, a dual HT/Ref economy generally won't have H.E. Suits on the market, as any produced by the HT component are immediately consumed by the Refinery component of that economy. But in Boom (?) that may have the effect of boosting production enough to create a small surplus of HE suits available to buy.^

But you can't, say, get Foods suddenly becoming available from, say, an Extraction economy using these sorts of effects; they simply aren't produced by them.

^ @Ian Doncaster would know much more about that stuff though.
 
Changing the government type controlling the station will change the outfitting pattern, but not the overall quality level. The most dramatic demonstration is that independent Anarchy factions can sell superpower-locked parts, but no other independent will.

Module availability is likewise linked to economy type, with the caveat that for each module there is a hidden number of them "in stock", and when theyr'e all bought (by any CMDR, in any mode or on any platform), you can't get any more until they (very slowly) replenish. So if there's six Advanced Docking Computers in stock and there's seven people in your group, and you all decide to buy an ADC, then the first six of you can buy one, but the seventh pilot who tries to buy one misses out, because they're all gone, out of stock. Come back next week and there might be another one for sale.
I suspect this might be more abstract than that as well, since which modules are available at the Colonia and Witch Head stations seems to switch on a weekly basis.

But no-one that I know of has done any systematic study of the outfitting BGS.

Power and state effects can increase/decrease supply and demand of certain goods, to the point where, particularly in dual-economy stations, no supply may turn into a low supply. For example, High Tech Economy produces H.E. Suits, and are consumed by, amongst others, Refinery economies. So, a dual HT/Ref economy generally won't have H.E. Suits on the market, as any produced by the HT component are immediately consumed by the Refinery component of that economy. But in Boom (?) that may have the effect of boosting production enough to create a small surplus of HE suits available to buy.^
Yes. HE Suits are particularly weird, since average production is about 8 per economic unit, and average consumption is about 60, so even with HT/Ref tending to be 80% HT, it probably isn't sufficient. Combining Boom and Civil Liberty increases production by 3.6 and consumption by 2, so if the station has above average production and below average consumption, stacking those states should get a surplus to show up.

(This is why HE Suits are really difficult to find in the bubble, where most HTs are hybrids, but relatively easy to obtain in the various nebula settlements where they're not)
 
Changing the government type controlling the station will change the outfitting pattern, but not the overall quality level. The most dramatic demonstration is that independent Anarchy factions can sell superpower-locked parts, but no other independent will.


I suspect this might be more abstract than that as well, since which modules are available at the Colonia and Witch Head stations seems to switch on a weekly basis.

But no-one that I know of has done any systematic study of the outfitting BGS.


Yes. HE Suits are particularly weird, since average production is about 8 per economic unit, and average consumption is about 60, so even with HT/Ref tending to be 80% HT, it probably isn't sufficient. Combining Boom and Civil Liberty increases production by 3.6 and consumption by 2, so if the station has above average production and below average consumption, stacking those states should get a surplus to show up.

(This is why HE Suits are really difficult to find in the bubble, where most HTs are hybrids, but relatively easy to obtain in the various nebula settlements where they're not)
Yeah... no HE suits in a 50Ly radius where i live.
 
Thank you all for your interest and help)

Ships in the shipyard are, likewise, tied to Economy type. I don't think Terraforming shipyards have much, if anything, available beyond the extremely basic small fighters and traders.

Absolutly right. Only small ship we have in our shipyard

Feel free to petition FD to have some more Finish the Terraforming CGs, or otherwise make it happen. Right now FD aren't doing regular old-style CGs any more, so you probably won't make much headway there.
Nope. If you get FD to accept a CG you can ask to get the economy of a station or outpost changed, but that's the only way. (ie. FD intervention)

Could you tell me in what specific place you can create this petition? This information will be useful, including to many other commanders who want to influence the world.


.
 
Slightly off topic, but note that buying from a station - and that includes ships and ship modules - has no effect on any faction's influence level, but selling commodities into the market boosts the station owner's influence to some degree. Terraforming stations usually need high-value goods, which can be profitable, so it's advisable to always make sure your holds are topped up with these items when returning - after you've taken control.

Buying ships and modules from a station your faction controls always seems supportive, but it's just convenience. Use the system's strengths and weaknesses to your faction's advantage.
 
Could you tell me in what specific place you can create this petition? This information will be useful, including to many other commanders who want to influence the world.

Unfortunately, there isn't one. All I can offer is to post something in the Suggestions subforum; the Devs should at least be checking that area.
 
Back
Top Bottom