Market Economy of Coriolis is wrong

Markets are not only decided by assets within the system but also the trading partners in next door systems. You can see how this works in-game.
Can you elaborate on this? As it stands I'm not fully understanding the claim.

You're saying that unlike before the erroneous update, planetary influence has to wait for some external factor before it updates at all? This is different from the very behaviour fdev said they were reverting to. Prior to the mistaken update, nobody had to wait for external influences from other systems before their colony markets took influence from hubs on the planet. Unless I've missed something - do let me know of course.

Again this sounds like players trying to make sense of a poorly worded announcement.
This would explain that propagation of the market mechanism can indeed take multiple cycles. Be it weeks or days I do not know.
But its been days. And both the initial mistaken change and the 'reversion' were actioned without any kind of tick based delay. The changes were immediate.

Influence from hubs on the surface of planets is currently broken, and no amount of waiting for something to 'kick in' will change that - my opinion of course!
 
The guy thinks the "facade" of trade on the galaxy map is some magic game mechanic. Its not.
If you build a hub on the ground, the coriolis should pick it up if it works.
There is nothing else that affects this relationship.

Large tourist settlement,Refinery hub, coriolis in space = Refinery/Tourism
 
No, market is decided by planetary body assets only (settlements and orbitals). All colonization stations are different from regular stations.
They have a special designation "colonization" in the journal.
The commodities they are selling...
 
Thank you all for your replies.
I had a specific planetary constellation in my initial post with 2 orbital stations, a commercial outpost and a coriolis and one is working as expected and the other is not. And in general i have problems with my other tier 2 and 3 starports and I would like to have an explanation why one works and the other does not. i would have especially appreciated an explanation based on facts and not assumptions but at the moment only FDev can give that.
I assumed from Paul_Crowther's post that surface stations affect orbital station markets and my own experience with the successful outpost that this generally works.
I also follow the forum posts, but I can't read everything due to the amount of posts. I come to the conclusion that they changed something recently and right now the markets of orbital ports don't work and that it is not my fault.
So I will take this into account in future constructions or just play something else.
I hope that FDev gets the problems solved and that the colonies we build have a practical use and provide goods for further expansion. I really like the idea of Trailblazers, but it requires a lot of grinding and I hope they understand that players get frustrated when they spend weeks building a big starport and it doesn't work the way they want it to.
 
Thank you all for your replies.
I had a specific planetary constellation in my initial post with 2 orbital stations, a commercial outpost and a coriolis and one is working as expected and the other is not.
Is this by any chance a commercial and a coriolis around the same planet? Coz i have the same issue - its apparently a known bug.
I assumed from Paul_Crowther's post that surface stations affect orbital station markets and my own experience with the successful outpost that this generally works.
It definitely DID work, and it SHOULD work as per Paul's more recent announcement regarding the rollback, but it doesn't seem to be working.
I also follow the forum posts, but I can't read everything due to the amount of posts. I come to the conclusion that they changed something recently and right now the markets of orbital ports don't work and that it is not my fault.
Yep, that's about it.
I hope that FDev gets the problems solved and that the colonies we build have a practical use and provide goods for further expansion. I really like the idea of Trailblazers, but it requires a lot of grinding and I hope they understand that players get frustrated when they spend weeks building a big starport and it doesn't work the way they want it to.
Consider Trailblazers as less of a beta and more of an 'early access' element of the game. It's gunna be broken, and it's gunna go through changes. There's gunna be disappointments. I know first hand!

That being said - you can still have fun, and can still put effort into at least claiming a number of systems for later expansion. It will all work eventually. Just try to avoid the bugged out areas for now.

I understand the frusttration though. I started my coriolis before i knew of the bugs. The communication is poor, but lets give them some slack eh - i'm sure they're under a lot of pressure to fix all this. I personally think its been managed poorly, as opposed to placing the blame on the devs.
 
Is this by any chance a commercial and a coriolis around the same planet? Coz i have the same issue
Have a look on the screenshots in my initial post. I would say the situation is very similar.

It definitely DID work, and it SHOULD work as per Paul's more recent announcement regarding the rollback, but it doesn't seem to be working.
Yes, for the commercial outpost and a planetary outpost it worked somehow. But for the bigger Ports not. Maybe they changed something after the construction of the commercial outpost and before i built the other 2 starports. Or just the Tier 2 and 3 ones are affected. idk.

That being said - you can still have fun, and can still put effort into at least claiming a number of systems for later expansion. It will all work eventually. Just try to avoid the bugged out areas for now.

I understand the frusttration though. I started my coriolis before i knew of the bugs. The communication is poor, but lets give them some slack eh - i'm sure they're under a lot of pressure to fix all this.
if there was easy-to-find information about the current status of the colonization feature, i would be less frustrated because i could save myself the trouble of researching the cause when i know that something has been switched off, changed or is broken.

I personally think its been managed poorly, as opposed to placing the blame on the devs.
I don't blame anyone. I'm just trying to understand how my buildings work and why certain things don't work. If you don't publish the rules of the game and keep changing them, it naturally makes my efforts more difficult and causes frustration.
 
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