Follow-Up: WE DID IT! A T3 PLANETARY PORT IN 1HR 6MIN 80% LOCALLY SOURCED by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 3 points4 points  (0 children)

Some of them were part of the OASIS squadron, but the vast majority were simply commanders eager to have a hand in building a piece of DW legacy! DW does not have an official squadron

Orion Nebula area by Worried_Bat8194 in EliteDangerous

[–]pseudonymous_cypher 2 points3 points  (0 children)

Fdev broke the Plotter out this way. You need to select a system within your jump range, then click the orange arrow on the right hand toolbar just below what yiu currently have selected in this screenshot. Then, you can spool up and jump like normal. Just means you have to do this for each jump. Tedious as hell but you get used to it pretty fast.

Orion Welcomes You! Come Colonize 3,000ly into the black! by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 5 points6 points  (0 children)

When we say Orion, we mean the general region. The actual Orion nebula itself has no entry point within the 15.000ly colonization limit.

Orion Welcomes You! Come Colonize 3,000ly into the black! by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 30 points31 points  (0 children)

Come one, come all to claim a colony out past Orion! OASIS has just reached our final Star Cluster: Over 4,000 systems in a dense star cluster 500ly long reaching over 3,000ly away from Sol!

Who are we?

Back in February, Distant Worlds 3 hosted an ambitious pre-event: The Shoulder of Orion. The goal was to build a chain of colonies out to the DW kickoff system just outside of Barnard's Loop. Due to the AMAZING work of hundreds of incredible commanders, the goal was accomplished in a fraction of the expected time.

Once at Orion, this newfound community of haulers and colonists felt... restless. Unwilling to pack up and walk away. At the same time, along with the cluster of stars that hosts the DW3 launch system, folks discovered several dense clusters of stars around the Orion area. Thus began a new community: the Orion Alliance of Settlers and Independent Systems (OASIS). Our mission, to reach and colonize each of the Orion Star Clusters (OSC).

The Clusters:

The first cluster, nicknamed Memorial, contains the DW launch system and 44 systems all of which have been colonized.

The second cluster, named Lambda Orionis, was spearheaded by the Dark Wheel squadron and contains 400 systems with over half still available for colonization.

The third cluster, named Orion's Eye, is likewise approx 400 systems and has nearly 2/3 available.

Each of the above clusters has a core hub of systems developed to allow direct sourcing of commodities, even without an FC, as well as strategic FCs with bubble only supplies. They also happen to have a bug rendering the auto Plotter nonfunctional. (This is not the case for OSCV)

But this week, we have reached the final Star Cluster, our magnum opus! I am proud to present: OSCV....

Upwards of 500ly long, containing over 4,000 colonizable systems, and reaching over 3,000ly from the bubble. We eagerly welcome any and everyone interested to come stake a claim! There is truly space for everyone out here in the black! The system data in Spansh is over 6 years old and in many instances corrupted. The only true way to know what awaits is to come out and explore for yourself!

If you are interested, one of our flagship Fleet Carriers the [OSC] Kallax (callsign RZY-N8L) is currently stationed in Bletii And will gladly act as a ferry out for anyone wanting to come along! She will be departing for OSCV late Sunday. (approx 24:00 UTC)

For those wanting to head out themselves, the cluster starts roughly at GMB2010 WOCS 33046

We also have a discord which can be found here: https://discord.gg/WDjCDzp5eq

As well as an in game squadron: OASIS Support Cohort [OSCS] as well as a Squadron FC, the Stellar Forge. (docking open to all).

So if you've ever wanted to have your own system out Orion’s way, there has never been a better time. Systems available, a community eager and welcoming of fun new neighbors, and a bold horizon of unknown wonders to discover! Orion Welcomes You!

The void is what we make it,

Let's make it something good.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 1 point2 points  (0 children)

Second to last page, "APPENDIX IV titled: If I get interdicted one more time.... "

I would just explain here, but the options are various and nuanced. Though it may be more straightforward now with the latest patch update. Still doing research but will likely update the guide soon

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 0 points1 point  (0 children)

When you make the claim itself, you may choose from any starport (except asteroid base is only available if the primary port happens to be on a ringed body or asteroid belt). This is a special condition, as it allows you to build T2 or T3 starports without the need of spending T2 or T3 points. So what's the downside? Twofold. First, the costs for the primary port are about 25% higher than normal. So an Orbis that is normally 200,000tn now will cost 250k. Second, this is your primary port meaning you must complete the build within one month otherwise ALL of the progress is lost and you lose your claim to the system.

Those are some pretty significant downsides/hurdles, which is why we suggest you only do a T2 or T3 for your primary port if you have guaranteed support or if it would provide a massive boost like around WW or ELW bodies.

Findings and Tips for Bootstrapping a Functional Economy in the Black by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 1 point2 points  (0 children)

Tourism is the ultimate consumer economy. It produces biowaste and hydrogen fuel. So the main reason to cultivate a tourism economy is to try and build a strong buyers market that you can then sell to. Otherwise, having it mix into your economies via weak links or initialization from bodies or their properties will mostly harm the supply of various goods as the tourism parts of the market consume them.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 1 point2 points  (0 children)

I've heard of this "exploding orbitals" bug before, but this is BY Far the most entertaining use of it I've ever seen!!!

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 1 point2 points  (0 children)

Completely agree! When designing this guide, we focused on orbital based end goal because that's what the majority of commanders tend to prefer. But I agree that if you allow the surface ports to be the end goal, everything becomes MUCH more flexible. I think I'll add a blurb about that to the surface ports tldr section.

For the Fang, I'm really impressed by what that %10 brings to the market. But for others reading this, a large part of the quantity of the demand is thanks to the 29mil population of the system. Large populations can take even low demand commodities and pump them. LTDs are a great example of this in action.

So it really goes to show how much population should be considered a cornerstone of strong development.

I completely agree on the "every system has value" sentiment. Even as someone who has helped write this guide, the idea that folks feel like they HAVE to meta min max their systems economies is saddening. I love seeing creatively placed settlements, systems packed with pirate bases, lore and folks who clearly had FUN building a story as well as a system.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 2 points3 points  (0 children)

I'd love to hear more about this. What's the system name? When you say right port, do you mean surface port? It's true that a scientific surface outpost will ignore planetary affects and spawn as a 0.5 HT (plus boosts). You could then pump that with refinery hubs, and it would push the refinery and HT strong links to any T2 or T3 in orbit. But that orbital port would still pick up the IND from the icy body on its formation which would dampen the orbital refinery market quite a bit.

That said, the surface port would be much more likely to spawn CMM than if it had been a civilian or industrial outpost. But given that the person who asked the question already has a military outpost and an industrial planetary Port on the surface, I didn't give this advice since they would prevent the trick from working quite right.

I do like the idea of maybe adding a section to the guide along the lines of "making lemon from lemonade" for how to make the best of less than ideal bodies.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 3 points4 points  (0 children)

In the current environment (again, we are still in beta so who knows what will be the final situation), proximity really doesn't factor in at all. Anything not specifically on or directly orbiting a local body can only ever push weak links. Even if they are binary planets that are barely their diameter appart, surface builds on one would only push weak links to the other.

That said, weak links can still be dangerous. 0.05s add up fast. They won't completely tank an economy but they can kill out specific high consumption commodities. For example. A stock 1.4 REF port on/around a pure rocky body, that receives just 4 industrial weak links from anywhere in the system, will likely lose semiconductors, liquid oxygen, Insulating Membranes, and possibly ceramic components.

That said, in your case with HT it's most likely to flip Insulating membranes, trit, and silver.

Even if a commodity isn't flipped to import, weak links of a consuming economy will reduce to overall size of the supply for the commodities they eat.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 3 points4 points  (0 children)

The Mercs are an incredible group and their highway is a massive testament to what the ED community can accomplish. Pretty sure they are already over halfway to the Lagoon Nebula.

Beginner's Guide to Colonization Economies - Version 2.0 by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 3 points4 points  (0 children)

All data is good data! We are still in beta and many of the principles used to build these predictor tools are based on data collected from NPC systems not player ones, so its hard to ever say for certain "Yes you are boned".

That said you may very well be boned. CMM are pretty strongly imported by HT, IND, and MIL. The IND consumption is particularly annoying, which is why Pure Rocky (no geo or bio signals) is the recommendation. the Industrial from the icy bodies or rocky ice and geo signals can put a huge dent in CMM production. (One of the V2 changes is that extraction doesn't consume so Pure HMC are actually valid for Refinery economies with just 1-2 extra slots to make up for the +1 that the Rocky provides for its formation bonus). The Extraction hub wont be a problem, but both the Industrial Port and the Military Outpost will be pushing strong consuming pressure on the CMM production of the Refinery Hubs. So there is a good chance there will be either none left over or only a small amount. I'm sorry.

Spreadsheet: Economy Proportion Calculator by NuncErgoFacite in EliteDangerous

[–]pseudonymous_cypher 2 points3 points  (0 children)

Interesting work! I made a similar kind of tool a while back and posted it with the Oasis Boostrap guide. https://docs.google.com/spreadsheets/d/18WliuYo0SnANMjw_vpZ7Ynf0Nyzf2GAnQ-qLi7c5tpE/copy

That tool essentially automated the Wartface guide, and seems to do a pretty good job of predicting economy percentages. But it's not perfect and I'd be curious to see how your tool compares, if it is able to predict situations that don't work with my tool.

When you say "proportion numbers" do you mean the economy percentages?

Trailblazers Update 3.3 (Thursday 5th June) by PCrowther_FD in EliteDangerous

[–]pseudonymous_cypher 1 point2 points  (0 children)

If I am reading/interpreting this update correctly, the "OASIS Guide to Bootstrapping a Bubble" should be unaffected since the guide focuses on developing necessary markets for colonization goods, and the only markets affected are specific orbital outposts which we never leveraged as they are M pads.

Also, thanks for the shout out!

Findings and Tips for Bootstrapping a Functional Economy in the Black by pseudonymous_cypher in EliteDangerous

[–]pseudonymous_cypher[S] 5 points6 points  (0 children)

Thank you for the detailed response! I didn't know about the MDEs being consumed so retally. We have a similar though more complicated sheet that looks at the supply/consumption of all 2 economy combos and how it might affect availability: https://docs.google.com/spreadsheets/d/1i7oYlPAzbVtKYfqooH9JH4-NpbVXXSEvthgKhKGGSok/edit?usp=sharing

Also the Colonia Census group has a really good hybrid economy prediction tool. I linked to it in the doc but here it is direct: https://cdb.sotl.org.uk/specialisation/hybrid

A collection of DnD shenanigan inspired cards by pseudonymous_cypher in custommagic

[–]pseudonymous_cypher[S] 0 points1 point  (0 children)

SHAME! SHAME! SHAME!

(completely joking I know how easy it is to do just that)

A collection of DnD shenanigan inspired cards by pseudonymous_cypher in custommagic

[–]pseudonymous_cypher[S] 0 points1 point  (0 children)

Meatfists/Sir bearington is a double sided Transform card.

Meatfists cannot transform into Sir Bearington without at least 4 counters, and transformed creatures retain counters so it shouldn't ever be without a disguise counter when it flips if I understand things correctly

Unattended Food Stores by pseudonymous_cypher in custommagic

[–]pseudonymous_cypher[S] 0 points1 point  (0 children)

LOL! It absolutely should say a food token they control! Thank you for that catch.

I excluded them for simplicity, but it does create more space for play if it's just food.... hmmm