Are we sure they aren't just throwing RNG at the wall to simulate depth? Just how they throw some random variance at build costs to screw over people for daring to plan a build?
I was so focused on the dramatic increase in CMM composite production, I didn't even notice the conductive fabrics. System has 37 orbital, and 19 planetary sites left open (11 orbitals are in binary 377K Ls away). I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.
Do we have any info on caps or diminishing impact for multiples of the same structures? I have one more slot on the planet with the T3 Port, and am undecided what to put there, though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.
T3 Port Production with Refinery Hub, and Large Extraction Settlement on same planet
View attachment 423218
Not only RefHubs but all that smaller stuff adds to Pop IMHO.What I'm seeing from the stuff posted here is that:
Refinery Hubs "give population" despite not having a population stat.
Second star is about 377K LS away and has only orbital slots.
View attachment 423219
I was so focused on the dramatic increase in CMM composite production, I didn't even notice the conductive fabrics. System has 37 orbital, and 19 planetary sites left open (11 orbitals are in binary 377K Ls away). I'm currently suffering from analysis paralysis and not sure what to build out next, especially since we don't know how the local economy impact is gong to change.
Do we have any info on caps or diminishing impact for multiples of the same structures? I have one more slot on the planet with the T3 Port, and am undecided what to put there, though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.
T3 Port Production with Refinery Hub, and Large Extraction Settlement on same planet
Nothing obvious - the simplest explanation is that you can keep adding influence buildings to get a roughly linear increase in influence.Do we have any info on caps or diminishing impact for multiples of the same structures?
A second refinery hub would probably be more productive than an extra extraction settlement.though I am leaning toward a second refinery hub.
The Port economy is listed as Extraction, but the Journal lists it as 50% extraction, 50% Refinery, and 0% Colony. It is not fully deployed yet (no missions yet) but I don't expect dramatic changes.
Also, orbital outposts Military and Research adds initial ppopulation, but not other orbital outposts. A bit weird in fact, why wont a civilian oupost contribute to initial or max population?Not only RefHubs but all that smaller stuff adds to Pop IMHO.
From what I see in my systems T1 structures (surface+Space) add around 500 souls to the head-count, T2 around 1K (varying with RNG)
Civilian and the others do have initial population, just a small enough amount (about 5000, with some variation) that it rounds to 0 chevrons.Also, orbital outposts Military and Research adds initial ppopulation, but not other orbital outposts. A bit weird in fact, why wont a civilian oupost contribute to initial or max population?
Where are the chevrons explained?Civilian and the others do have initial population, just a small enough amount (about 5000, with some variation) that it rounds to 0 chevrons.
Thanx commander. It just doesnt make "much sense". I'd expect a civilian oupost bring more population than a scientific or a military one, or would contribute to max population.Civilian and the others do have initial population, just a small enough amount (about 5000, with some variation) that it rounds to 0 chevrons.
There's not a lot to explain yet, really.Where are the chevrons explained?
Perhaps they are, in space. Often seems to be so in Odyssey settlements. Maybe the civilians live mostly on earthlike worlds or in Orbises.Thanx commander. It just doesnt make "much sense". I'd expect a civilian oupost bring more population than a scientific or a military one, or would contribute to max population.
Maybe in the future the demographics and occupations changed greatly. "Civilians' are less in number than scientists and militaries.
i have just started my 2nd site in my system and have a stupid question.. sorry if i missed it.Perhaps they are, in space. Often seems to be so in Odyssey settlements. Maybe the civilians live mostly on earthlike worlds or in Orbises.
How did you get that high tech proportion? Anything else in the system that could boost high tech? Mind giving a map of the system so that we could see what is influencing the high tech economy?Outpost Scientific is Online, UC avail. Crew-Lounge not
"StationEconomy":"$economy_HighTech;", "StationEconomy_Localised":"High Tech", "StationEconomies":[ { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":2.200000 }
Population since yesterday inceased by 3650 Heads, (3 small Agri, 1 small mining, 1 T2 Ind-Hub)
Odyssey ones are called "settlements" and may be Tier 1 or Tier 2how can i tell which is which as it appears at a glance Ody ones may be slightly more advantageous to build.
the small agris I put on A1 so not to influence the Outpost (I needed T2 points and boosting SoL - cheapest and most efficient way ~2,8Kto each)How did you get that high tech proportion? Anything else in the system that could boost high tech? Mind giving a map of the system so that we could see what is influencing the high tech economy?