Frontier has tried 2 systems of economic influence and they both suffer from the same problem. They try to automate a system that needs to be precise and controlled. In systems in the previously established bubble you can get 1 station that is Agriculture and another that is Industrial with no issues. If you tried building a system like this you will find that your Industrial station has none or few crop harvesters or power generators. There are many other examples of these issues.
There is a solution, remove the automation and give players control of where economic influence ends up going. How would you do that, after a long time I have figured out 2 options for how this could be done.
Option 1: At each of our Settlements, Installations and Hubs we get to choose which Starport they direct their economic influence to. Each influence must go to at least 1 Starport but can go to additional ones (influence is copied like before) so that your Starports can have different economy types without messing with each other. One upside to this option is that no economic influence in your system ever stands idle (a major complaint of the old system prior to Trailblazer Update 3). There are some problems, first is that if you have built a lot in your system the micromanagement can get heavy, anyone who cares enough to build a system to that point will likely care enough to assign the economic influence properly. The second issue is with completely unwanted economic influence so you will most likely need 1 distraction station per system, since most players started their systems with a outpost to make sure they got the claim, this won't be a big problem.
Option 2: At each Starport we build we set which economy type it is, with either colony as a default setting or starting with whatever economic influence there is most of in the system upon the starports completion, taking in the all of the chosen economic infuence from Settlements, Installations and Hubs across the entire system. Starport types with a already set econmy type, Industrial Outpost, Military Outpost etc, will start with that economy regardless of what else is in the system. Compared to option 1 this has much less micromanagement required, you only need set the economy of the Starports so micromanagement won't reach painful levels. The tricky part if if you wanted to do a hybrid economy starport, Hi-Tech and Refinery stations helped us out a lot before the trailblazer megaships deployed, for this you will be able to set a primary economy and a secondary economy which only takes in partial influence (any more than 2 economy types turns into a mess). This can lead to weird situations if the secondary economy has more influence that the primary, this can be fixed by either building more of the chosen primary economy or changing the starports economy choice.
Regardless of which option is taken a few other changes are required to make this work.
All links become strong links regardless of where they are located
All planetary economic influence (except for Agriculture on Earth-likes world and Water Worlds) needs to be removed
All negative multipliers need to be removed, the positive ones can stay (not critical)
I would like to hear what you think and which option you prefer. I would be happy with either of them. I know that both require some micro but at least it will be controlable.
Edit: I know the title is misspelled, I can't fix it.
There is a solution, remove the automation and give players control of where economic influence ends up going. How would you do that, after a long time I have figured out 2 options for how this could be done.
Option 1: At each of our Settlements, Installations and Hubs we get to choose which Starport they direct their economic influence to. Each influence must go to at least 1 Starport but can go to additional ones (influence is copied like before) so that your Starports can have different economy types without messing with each other. One upside to this option is that no economic influence in your system ever stands idle (a major complaint of the old system prior to Trailblazer Update 3). There are some problems, first is that if you have built a lot in your system the micromanagement can get heavy, anyone who cares enough to build a system to that point will likely care enough to assign the economic influence properly. The second issue is with completely unwanted economic influence so you will most likely need 1 distraction station per system, since most players started their systems with a outpost to make sure they got the claim, this won't be a big problem.
Option 2: At each Starport we build we set which economy type it is, with either colony as a default setting or starting with whatever economic influence there is most of in the system upon the starports completion, taking in the all of the chosen economic infuence from Settlements, Installations and Hubs across the entire system. Starport types with a already set econmy type, Industrial Outpost, Military Outpost etc, will start with that economy regardless of what else is in the system. Compared to option 1 this has much less micromanagement required, you only need set the economy of the Starports so micromanagement won't reach painful levels. The tricky part if if you wanted to do a hybrid economy starport, Hi-Tech and Refinery stations helped us out a lot before the trailblazer megaships deployed, for this you will be able to set a primary economy and a secondary economy which only takes in partial influence (any more than 2 economy types turns into a mess). This can lead to weird situations if the secondary economy has more influence that the primary, this can be fixed by either building more of the chosen primary economy or changing the starports economy choice.
Regardless of which option is taken a few other changes are required to make this work.
All links become strong links regardless of where they are located
All planetary economic influence (except for Agriculture on Earth-likes world and Water Worlds) needs to be removed
All negative multipliers need to be removed, the positive ones can stay (not critical)
I would like to hear what you think and which option you prefer. I would be happy with either of them. I know that both require some micro but at least it will be controlable.
Edit: I know the title is misspelled, I can't fix it.
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