Should system economies be more diverse?

Should system economies be more diverse?

  • No, and I disagree with your analysis. (please elaborate in comments)

    Votes: 0 0.0%

  • Total voters
    16
Everyone who's somewhat experienced in ED trading knows that the best money comes from back and forth trading between High Tech Refinery stations. From time to time you might find a third leg for a route if you find a nice Agricultural system that produces Tobacco or if one of the stations is orbiting a water world (so you can squeeze in an Industrial system in there), but most of the highly profitable routes require the two main money-maker industries..

So I decided to ask two questions:
1)Why exactly are these types of systems so much better then the rest?
2) Is the fact that only two out of the nine possible baseline economies are responsible for vast majority of player trading bothering the community, or is the community content with the current implementation?

Now, onto our first objective - Why is the High Tech/Rafinery route so much more profitable compared to any other route?
My explanation is as follows: Let's assume we have a disinterested trader at the helm of our hypothetical ship. He doesn't bother using forums or third party tools, nor does he have much time or patience to search for the golden goose routes. However, he does know how supply/demand market works and is capable of figuring out that that the more expensive the item is the higher his margins are. Let's also assume that our trader is quite satisfied with anything that nets him around 1000 Cr profits per ton of cargo.
To gather that much profit for least amount of effort all he has to do is find a refinery stocking any of the higher priced metals in medium quantities and a high tech world with medium supply of the items refineries usually require (Resonating Separators, Performance Enhancers etc.). Assuming both systems have medium demand for each others products our trader has managed to achieve his trading goal, and all that in a very short time.

Now, let's take this route as our baseline, and let's analyze all the comodities that can achieve comparable results. Assuming the supply of any commodity is high, and demand for said commodity is also high, said commodity needs to have at least 3000 Cr galactic average price in order to compete with the baseline route. Analyzing the market, here's the list of commodities that hit the marked price along with the economy that produces them and economy that consumes them:

COMMODITYGAL. AVG.PRODUCED BYCONSUMED BYNOTES
Advanced Catalysers3055High TechRafinery
Auto Fabricators3937High TechIndustrial
Land Enrichment Systems5088High Tech Agri/Terr
Resonating Separators6175High TechRafinery
Performance Enhancers7031High TechAgri/Ind/Ref/Extr/Mil
Progenitor Cells7031High TechAll except High TechSlightly Regulated
Consumer Technology7025High TechAll except High Tech
Combat Stabilisers3055High TechAll except High TechHighly Regulated
Personal Weapons4474HiTech/Ind/MilAllHighly Regulated
Battle Weapons7031HiTech/Ind/MilAgri/Ref/MilHighly Regulated
Beryllium8549RefineryHiTech/Ind
Gallium5426RefineryHiTech/Ind
Indium6175RefineryHiTech/Ind
Tantalum4196RefineryHiTech/Ind
Superconductors7031RefineryHiTech/Ind
Gold9742Extr/RefHiTech/Ind/Terr/Tour
Silver5088Extr/RefHiTech/Ind/Terr/Tour
Palladium13527ExtractionHiTech/Ind/Terr/Tour
Tobacco5082AgriculturalAllSomewhat Regulated
Marine Equipment4469IndustrialAllHighly Situational

And here we see what I'd call the source of the issue. Out of 20 listed goods, vast majority are both produced and consumed by High Tech and Refinery economies, and while there are some entries that come from outside of those two economies, most of those come with a caveat. For example Industrial systems produce 3 items on this list but all of them are very hard to find buyers for. Same goes for Agricultural and Military economies, while Terraforming, Tourism and Service economies don't even produce any kind of goods.


Now, onto the second part of my post: Considering the lack of people complaining about the lack of diversity in goods production/consumption department (most of the complaints about economy are focused on other aspects of it), is this even something people would want to change? Personally, I'd find it more interesting to find a place for any kind of economy and instead of filtering out most of the populated space as nothing more then white noise when I'm considering my next trade route.
 
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The biggest fault I have with ED is that the economy isnt dynamic. If a station is 50,000 ly from the nav beacon they it wouldn't get many visitors. It should therefore have very high demand of most of the resources and very high supply of whatever it specialises in. Aslo any station that doesn't have a corresponding supply/demand system near by should be reflected in its own supply demand.
 
I'd like to see more specialisation to be honest:

like a water agriculture world - not being a grain exporter, but having very high / very cheap supplies of fish
or a hi-tech place that does only medical stuff - exports meds, agri-meds, perf enhancers, progenitor cells - but doesnt export other hi-tech stuff.
or an extraction place that has primarily one or two minerals, rather than the whole lot

and on the flipside - super-high demand for specific related items. would make trading the lower-end items more interesting, instead of everyone just doing palladium & performance enhancers all the *******ing time
 
The biggest fault I have with ED is that the economy isnt dynamic. If a station is 50,000 ly from the nav beacon they it wouldn't get many visitors. It should therefore have very high demand of most of the resources and very high supply of whatever it specialises in. Aslo any station that doesn't have a corresponding supply/demand system near by should be reflected in its own supply demand.

True, the fact that economy is very static (where numbers are made up and logic doesn't matter) is one of my biggest gripes with economy as well. However, to fix what you mentioned, or to add a real supply/demand economy where stations actually consume what they import and produce what they export etc. would require quite a bit of overhauling.

In this case however we are talking about the fact that only 2 out of 9 economies are viable for player trading (after all this is a game, not a background hands-off simulator, so player trading experience should be prioritized over NPC trading).
And, while definitely "fixing" this aspect of trading wouldn't have much effect on background simulation I believe it would bring some more liveliness to the world. Adding a few market commodities doesn't cost developers much of their time or resources and it would give me a reason to visit those Tourism, Service or even Terraforming economies instead of ignoring them all the time.

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I'd like to see more specialisation to be honest:

like a water agriculture world - not being a grain exporter, but having very high / very cheap supplies of fish
or a hi-tech place that does only medical stuff - exports meds, agri-meds, perf enhancers, progenitor cells - but doesnt export other hi-tech stuff.
or an extraction place that has primarily one or two minerals, rather than the whole lot

and on the flipside - super-high demand for specific related items. would make trading the lower-end items more interesting, instead of everyone just doing palladium & performance enhancers all the *******ing time

Oooh, I like that suggestion. I believe it'd need a touch of galaxy map revamping, since trade routes interface is already sketchy. But it would definitely breed some life in the galaxy, especially with differently designated outposts (like science, illegal, civilian, production or whatnot).
 
The biggest fault I have with ED is that the economy isnt dynamic. If a station is 50,000 ly from the nav beacon they it wouldn't get many visitors. It should therefore have very high demand of most of the resources and very high supply of whatever it specialises in. Aslo any station that doesn't have a corresponding supply/demand system near by should be reflected in its own supply demand.

That is the polite answer.
I would just say the system is completely Borked, probably beyond repair, it does not make sense in any way.
Stations far away Have no high demand.
Stations that have huge demand pays pittance
Stations with heavy surplus sells above galactic average
Systems lying REALLY isolated, have got everythimng they need , thank you !
and ect. ect. ect.
What a mess.
Thank The spaghetti Monster, that we have rares, at least --that makes a little sense.

Cheers Cmdr's
 
I'd like to see a wider range of sub-economy types added rather than a wider range of commodities.

Basically keep the main economies of Agriculture, Extraction, Refinery, Industrial, High Tech, Terraforming and Military but add one to two modifiers to each which greatly change the supply and demand of certain goods.


jadefriendly mentioned a couple good ones above and these would be some of my ideas:

Agriculture:
Marine - Fish and Algae
Tough Climate - Grain, Beer, Tobacco
Good Climate - Fruit and Veg, Wine
Livestock - Animal Meat

High Tech:
Medical - Prog Cells, Performance Enhancers, Animal Monitors
Military - Weapons and armour
Enviromental - Land Enrichment, Aquaponic systems
Mining - H.E. Suits, Resonating Seperators.

Industrial:
Chemical - Pesticides, Basic and Agri Meds, Narcotics
Components - Computer Chips, water purifiers
Consumer - Domestic Appliances, clothing
Machinery - Power Generators, Mineral Extractos

Not quite sure how to break up the Extraction and Refinery economies. Maybe someone with insight into these areas could give us a good breakdown of subsets for these.

So a Agriculture -Marine/Livestock would produce large amounts of Algae, Fish and Livestock, but very little Fruit and Veg, Beer, Tobbaco and Wine and will require Animal monitors and marine supplies but not Land Enrichment.

By still allowing a small supply of the other goods Fetch missions would still be possible ie "Collect 5 animal meat' but no bulk trading would be possible until you find systems that match in the correct ways.


I could be wrong but I believe a system like this is already in the game, it just doesn't seem very pronounced.
 
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