To be honest I wasn't aware of this at all, where can I read up on how they've changed so far? I'm trying very hard not to just give up, go away and not come back for 6 months...point changes to security/dev/SoL that happened this week
To be honest I wasn't aware of this at all, where can I read up on how they've changed so far? I'm trying very hard not to just give up, go away and not come back for 6 months...point changes to security/dev/SoL that happened this week
Nothing official, but @Nowski shared a handy diff from updating his tool that shows the changes:To be honest I wasn't aware of this at all, where can I read up on how they've changed so far? I'm trying very hard not to just give up, go away and not come back for 6 months...![]()
Regards the changes in chevron numbers in the UI, a diff from incorporating these changes on my github is handy for highlighting what's changed: https://github.com/cmdr-nowski/scuffed/commit/19fa9e9e431ad0ded234354aa496c48151b00513
(The data is manually compiled, so quite possibly mistakes exist in prior or current version.)
I just got influence (refinery) after I finished the 3rd refinery hub.So while the refinery hub was already finished yesterday a few hours before the weekly tick, I did finish the Civilian Surface Outpost (Clotho) only seconds ago.
The ground port was supposed to have at least 0.5 refinery influence, right? It has only colony influence. No UC or Shipyard (is that by design for t1 ports? I can't remember)
I am going now to build another refinery hub on the same planet (HMC), just to be 1000% sure the economy influence system is ...what's a nice word, oh yeah...it's biowaste![]()
"StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.500000 }, { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":0.500000 } ]
if you read my post in detail you´ll have found that I build another Hub AFTER finishing the Coriolis........ maybe after the station appears there, and then if you build another ref. hub, the influence will apply.
Which is so stupid, it just as well might be how it actually works.
Thank you, I've updated the stats on my copy of version 3.something of DaftMav spreadsheet, mostly because I'm sure there's a more uptodate version but I don't want to copy everything over again until things settle moreNothing official, but @Nowski shared a handy diff from updating his tool that shows the changes:
It could be as you say, I don't think any disbelieves what you've seen, just it's not easy to work out how to recreate! I'm watching intently.Well, i'll try today or tomorrow to finish another hub as well.
I am quite curious why it did work in my case, although I can't find any clear logical reason, like why just 0.5 refinery for 3 hubs?
I also see a (slight) effect on the markets - increased Sec in my system makes Basic Medicines & Personal Weapons have lower stock and higher prices every time I increase the sec. (This is at a High Tech outpost). Makes sense I guess - more security meaning there is less need for weapons and medicines, but I guess it could be something else - all I was doing was adding Military settlements- Security: affects the system security descriptor (with the usual knock-on effects on supercruise NPCs and sysauth response time). +9 net chevrons appears to be enough to get all the way to High Security in many but not all systems. Appears to affect shape of faction security sliders, spectacularly so at net negative values. Can largely be ignored by Anarchy factions.
Wealth specifically seems to boost Eco/None. I'm moving on to checking Wealth on markets once I check Tech (which seems to have no effect on Markets)- Wealth: not known yet. Seems to affect shape of faction economy sliders. May affect market pricing a bit.
dont forget Pop - increases Market stock& refillI also see a (slight) effect on the markets - increased Sec in my system makes Basic Medicines & Personal Weapons have lower stock and higher prices every time I increase the sec. (This is at a High Tech outpost). Makes sense I guess - more security meaning there is less need for weapons and medicines, but I guess it could be something else - all I was doing was adding Military settlements
Wealth specifically seems to boost Eco/None. I'm moving on to checking Wealth on markets once I check Tech (which seems to have no effect on Markets)
The full set of effects on the sliders I see are:
- Dev Level: Increases Lockdown, Boom, Bust
- Sec: Increases Sec/None
- Wealth: Increases Eco/None
- SoL: Increases Famine, Investment, Civil Unrest, Civil Liberty
Still working on the details.
That is why I thought the Sec effect was interesting - I was adding settlements but the Stock was going down for those items.dont forget Pop - increases Market stock& refill
That's definitely not been my experience - development level changes have been the only thing shifting overall market quantities noticeably at all, and very significantly so.development = very small market bonus almost invisible
System wide - the station in question is orbiting a gas giant, and other than its own initial +3 development nothing else is on the same body yet.Is that change system wide, or body related?
Quite possible - I definitely have one asset (a Civilian Outpost) which isn't fully online (no population increase, judging by the lack of market effect no +1 development level increase either)So that makes me think that those refinery hubs (each has +7 DEV) I kept building, they were (are) not properly online, otherwise the markets should have seen that increase in supplies.