"Development Level >>"? Figuring out what all these numbers do.

(Why is industrial even such a ridiculously overpowering type to effectively eat up 90% of all refinery and/or extraction produce all on its own)
Most commodities have a fair difference between "average import demand" and "average export supply" for the same size of station economy, and most economies import a much wider range of commodities than they export.

It's not just Industrial, it's that the entire galaxy has massive under-production. If an infinite number of players took all the supplied goods and used them to meet all the demand, then on an "instant" basis there would still be 400 billion tonnes of demand left, and even allowing that supply generally recovers quicker than demand does, this infinite amount of hauling (provided it wasn't abusing "zero supply regeneration" rules) would never get close to filling most demands (while a few commodities would have supply mountains pile up)

The ED economy is of course sufficiently abstracted that this hasn't caused complete economic collapse. But it does mean that hybrid economies on a single station form a microcosm of the entire thing - on average, demand outstrips supply wherever the two are shared.
 
[...]
Standard of Living seems to have a similar effect to Wealth [...] Tea increased demand, Coffee [..] demand down.
[...]
B3hWrzC.gif
 
I also made a mere suggestion about what I thought was happening without coming in posing that it obviously must be the only thing possible like you were very quick to. Which looks a bit rude to me and more like you’re trying to assert your viewpoint and observations as “the truth” instead of collectively figuring it out why sometimes the hubs provide .45 or .5 economy influence to the same type of station.
Whatever. Play political blame games and office politician. I don't care.
Good luck.
 
I completed one refinery just after the planetary influence was reverted (but probably too quickly for it to take hold), which was number 3. So it likely has had time to go fully online (if that is what’s happening) with a Thursday tick because I’m relatively sure I’d built it before one.

Number 4 is the one I finished last night, shifting my station back [to pure refinery at 1.35] from the triplet industrial/extraction/refinery nonsense. (Why is industrial even such a ridiculously overpowering type to effectively eat up 90% of all refinery and/or extraction produce all on its own)

If that answers your question? I did not technically build anything in the system during the planet influences chaos, or at least until Frontier made the announcement it was a mistake.
Yes this gives me hope because at least something works.
There are alot of confusing reports. You built something yesterday,and it removed the tri economy thing.
 
I don't care.
Then why were you here trying to “correct” me on something that I visibly saw in the journal files with my own game and insist on insulting me afterward as well?

That merely makes it look like you were never here to have an actual discussion. Anyway, you have good luck (or more importantly patience) with your own colonization endeavors too. Given how this beta’s gone so far, it will be needed.
 
My finished space farm shows as "Colony". I hope the thursday tick will fix it as the construction platform is also still around.
The construction platform of the farm has not gone away and the Coriolis (slot 0, slot 1 the space farm and a medium agri settlement on the planet) is also still eco type "Colony". I rather expected the latter but hoped maybe there'd be a fix :/
 
Would it be fair to say that the bugged planetary economic influence that is now slowly leaving the galaxy also provided bugged system stats related to the type of economy? And that this bonus would work only on the local body's stations?

Still puzzling out how my Coriolis's shipyard and outfitting took a hit from a positive change to tech and dev levels.

If the ice planet was propping up the development level (since that's a feature of industrial settlements in general), that would inflate the number of ships and modules offered by local stations. Once that 115% industry influence drops out, perhaps that unseen bonus development level also dropped out.

This would also suggest that adding industrial settlements to the two remaining planet slots might mostly fix the problem. I'm in no hurry to build anything right now until I have a better sense of things, but at least that sounds like a reasonable plan.

Anybody else experiencing this and have a solution?
 
3 weeks ago i got 650k payment for system architect
2 weeks ago nothing. not even the email.
last week i got 1.74m
this week, after adding a commercial outpost with a refinery on the planet underneath to my smaller system, my payments both went down total .94m :(

before:

SA-prev.jpg


after:
SA-curr.jpg
 
So - the same as FC costs that sometime skip a week. Unsurprising. I guess that means we get the same 'where are my payments' posts most weeks from now :(
 
Two tier 1 ground ports, on refinery worlds...you know what that means, right? :)
Oh, btw, I built the other day a couple of Odyssey settlements, and one of them, a medium industrial, has CMM for sale. Not many, I think it was like 1500, but still, better than nothing.
 
Has anyone tried building multiple colony economy ports on single planet to apply economy influence later? With this fix I want to finish cori and add outpost below it to turn them to refinery with new hubs later
 
The Civilian Planetary Outpost I built a while back is no longer just selling explosives, nerve agents, and cobalt like some kind of Terrorist Emporium. It also has inherited at least a partial refinery economy from the two hubs present on the same body. However it is still primarily a Colony market type which is a tad frustrating given two refinery hubs should be enough from what I've read. Oh well. I'm just happy that after over a month I finally have a station with a functioning market

1744902442453.png
 
The Civilian Planetary Outpost I built a while back is no longer just selling explosives, nerve agents, and cobalt like some kind of Terrorist Emporium. It also has inherited at least a partial refinery economy from the two hubs present on the same body. However it is still primarily a Colony market type which is a tad frustrating given two refinery hubs should be enough from what I've read. Oh well. I'm just happy that after over a month I finally have a station with a functioning market

Nice.
In my case, I have 4 hubs. Yet still 0.5 colony, 0.5 refinery. You can see the difference here (maybe from extra dev. points from buildings around the system):
gr1.jpg
 
Last edited:
Back
Top Bottom