System Colonisation: Difference between revisions
Content deleted Content added
m remove extra word to fix grammar. |
Added some structure to expand the Economy section; put it in a better order for a new reader to follow; updated some Facebook cites to official Forum cites |
||
Line 1,068:
==Economy==
<s>All facilities are interlinked with the system [[Market Economy|economy]].<ref name=":5" /> The facility types that you place dictate the [[Market Economy|economy]] in that system.<ref name=":2" /> Mining facilities means the local economy will be a mining economy.<ref name=":5" /> Same for agriculture etc.<ref name=":5" /> This determines the goods for construction and economic output such as high-tech or agribusiness.<ref name=":3" /><ref name=":4" /></s>
A system needs one construction with an initial population in order for markets to populate; this does not require a weekly tick. However, a beta issue has been acknowledged where sometimes a construction does not go live correctly.
Further ports and installations bring in population and economic drive.<ref name=":5" /> This economic progression requires smaller locations first to support large locations.<ref name=":4" /> '''Warning:''' A beta issue has been acknowledged where a "Colony" type market remains as Colony even when the documented conditions to tip that economy into a different type have been met'''.'''<ref>https://issues.frontierstore.net/issue-detail/73332</ref>
==== Further official information ====
An anarchy system has reduced security.<ref name=":5" />
According to an official announcement<ref>https://forums.frontier.co.uk/threads/elite-dangerous-colonisation-facilities-markets.635519/</ref> on the forum, the economy from a construction specifically affects the markets of starports on or orbiting the same body.
==== Suspected issues ====
It appears likely, given the wording in the announcement about starport economies, a Refinery (for example) on moon B would not affect starports on moon A or any other body in the system.
==Factions==
| |||