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

I'm pretty sure you don't need an agri settlement to get a refinery. If you don't want to build a T2/T3, then building a T1 colony orbital (e.g. commercial), followed by 3 refinery hubs on the relevant planetary body should do the trick.

I recently switched a T3 orbital to 100% refinery with only 3 refinery hubs. The build order might matter here, though. Build the colony orbital (or port) first, then build the hubs.

o7
my t3 was built almost 3 weeks ago, and to date i already have 4 refinery hubs (2 built 1 week half ago, 2 built 2 days ago) and its still stuck at 50 colony 50 refinery. so its not actually a 100% rate of flipping it with 3 hubs
 
They have never claimed to be fixing the economies - that's just in people's heads. The only thing they claimed was to have fixed the '3 items' planetary bug.
 
They have never claimed to be fixing the economies - that's just in people's heads. The only thing they claimed was to have fixed the '3 items' planetary bug.
They claimed to have "reverted" the accidental (planetary economy) changes.
https://forums.frontier.co.uk/threa...etails-feedback.634055/page-301#post-10600785

Existing stations not updating until some further recalculation was triggered wasn't that surprising; that the "reversion" doesn't appear to have been to the previous rules (or at least, to a less reliable implementation of those rules) perhaps shouldn't be either.

And then two weeks ago:
https://forums.frontier.co.uk/threa...etails-feedback.634055/page-301#post-10600785
they claimed it would take two weeks to reverse the effects.
(Two working weeks would be tomorrow; two Frontier rather than English weeks would be early May, so arguably not quite "overdue" yet)
 
The people posting here clearly think the last update was supposed to have fixed the economies. Just pointing out that never happened. We have little idea how fdev expect economies to work - except hopefully 'not like this'.
 
My worry is that if the most basic colonisation mechanics don't work reliably then there is simply no way to test the more complicated ones. Which makes the whole point of a beta moot.

Let's see how the next two weeks go, hopefully things will stabilise to the point where some things are predictable.
 
Ok so I just checked my T3 surface port. It's on a 4 seat planet with 3 refinery hubs. ALL were built BEFORE the planetary econ influence was a thing.

I have All the stuffs in this port:

1745257038114.png


The economy is a 1.35 as I have 3 refineries before the fun started.

BUT I have only 1 orbital slot and it's empty. I wanted to put a T3 in here, but then I'd have no slot to refresh anything with!
Has anyone, in the last few days, seen a colony economy station change after it was built, without an installation built in the area around that body?

:)
 
I forgot that after I had built the test outpost, I had added a space farm in slot 1 before building the agri t2 on the planet below. I might be mistaken but I assumed the space farm didn't show any influence because it was an economy influence and not a facility influence (if that indeed makes a difference). So perhaps the t2 settlement which is a facility influence placement doesn't take the space farm into account. Seems very convoluted (and a pita). I'll build another t2 agri and see if that makes any difference.
I built another t2 Agri station so I have a Commercial Outpost and space farm and two t2 Agri settlements on the planet below. No agri influence on the station at all with it remaining at 1.0 Colony. Both Agri stations were completed after yesterdays tick (Outpost was built first, space farm after that followed by T2s). Perhaps it needs a tick... or perhaps it just doesn't work. Will have to wait and see.
 
A couple of thoughts (sorry if these have already been mentioned earlier and I've missed them):
How have people been building their stuff in terms of timing? Is there a pattern relating to whether the target station is still in deployment or not when the refinery hubs are built/placed?
Given that people are reporting that the first hub has no effect and you have to build more to get any influence, could this be a result of the latest influence built not being counted? That is, could I get two Refinery hubs both counted by building a random economy influencer in orbit of the planet?
 
A couple of thoughts (sorry if these have already been mentioned earlier and I've missed them):
How have people been building their stuff in terms of timing? Is there a pattern relating to whether the target station is still in deployment or not when the refinery hubs are built/placed?
Given that people are reporting that the first hub has no effect and you have to build more to get any influence, could this be a result of the latest influence built not being counted? That is, could I get two Refinery hubs both counted by building a random economy influencer in orbit of the planet?
My reading is that yes you can get both refineries counted by building a random economy influencer in orbit.

I'm also unsure if there is a timing element. My ethos is maybe not cautious enough but my thoughts are this:

Build the economy influencing stuff you want. Build the station you want (on surface or in orbit) Wait until all are not under development. Then place the last thing we don't care about to trigger the econ influence. This is to try to avoid the last thing being built being one of the things you want to get influence from, AND that the station is not the last thing built.

Hence why I was asking what people thought about building an orbital around a planet that's full, but has only one orbital slot... :unsure:
 
A couple of thoughts (sorry if these have already been mentioned earlier and I've missed them):
How have people been building their stuff in terms of timing? Is there a pattern relating to whether the target station is still in deployment or not when the refinery hubs are built/placed?
Given that people are reporting that the first hub has no effect and you have to build more to get any influence, could this be a result of the latest influence built not being counted? That is, could I get two Refinery hubs both counted by building a random economy influencer in orbit of the planet?
I advise building an orbis or ocelus for the refinery (if it's difficult, of course, you can also build a coriolis) and a planet for installing a 3-refinery, so you can cover 100% of the influence of the refinery's economy. Coriolis will have fewer supplies of goods.
 
I advise building an orbis or ocelus for the refinery (if it's difficult, of course, you can also build a coriolis) and a planet for installing a 3-refinery, so you can cover 100% of the influence of the refinery's economy. Coriolis will have fewer supplies of goods.
Notably, make sure you have the 60+ hours available if you build a tier 3 orbital as the initial port. It's easy to get burned out with the sheer amount of hauling this requires.
 
A couple of thoughts (sorry if these have already been mentioned earlier and I've missed them):
How have people been building their stuff in terms of timing? Is there a pattern relating to whether the target station is still in deployment or not when the refinery hubs are built/placed?
Given that people are reporting that the first hub has no effect and you have to build more to get any influence, could this be a result of the latest influence built not being counted? That is, could I get two Refinery hubs both counted by building a random economy influencer in orbit of the planet?

Hi Starsong, a number people have been suggesting that maybe the economy influencing facilities only work after they are triggered by a subsequent build - so they will always lag one build behind - but this does not always seem to be working.

I have an industrial outpost and a commercial outpost orbiting a planet with 3 refinery hubs. On Saturday I added a space farm in my last orbital spot but nothing has changed for me. My commercial outpost (built in slot 0) is industrial/agricultural, and my industrial outpost is showing 0.90 inustrial/0.45 refinery, the same as it has from the start. This is enough to produce copper but no other metals.

From what I understand the 3 refineries should be giving 1.35 refinery influence, but those numbers seem to be stuck for me despite the planetary effect rollback and building the space farm did not trigger any update.
 
Sounds like a dream setup if you can get the T3 in there with everything working! I have something similar I was working on (I have the inverse, T3 space port but no planetary) but I'm holding for if/when they fix all of this.
When I placed the T3 surface it was before all the mess with planetary influences and it went refinery immediately!
Hi Starsong, a number people have been suggesting that maybe the economy influencing facilities only work after they are triggered by a subsequent build - so they will always lag one build behind - but this does not always seem to be working.

I have an industrial outpost and a commercial outpost orbiting a planet with 3 refinery hubs. On Saturday I added a space farm in my last orbital spot but nothing has changed for me. My commercial outpost (built in slot 0) is industrial/agricultural, and my industrial outpost is showing 0.90 inustrial/0.45 refinery, the same as it has from the start. This is enough to produce copper but no other metals.

From what I understand the 3 refineries should be giving 1.35 refinery influence, but those numbers seem to be stuck for me despite the planetary effect rollback and building the space farm did not trigger any update.
Yes, I thought that at the moment slot 2 can only affect the thing in slot 1. So it affected the industrial outpost only and that has a fixed economy?
And it looks like slot 1 is only getting some influence from the refineries on the planet. (which is very interesting as I didn't think it should get any)
 
1 T3 ground port poseidon completed yesterday + 1 T2 ground scientifc hub athena completed today
did not cause high tech products to appear in T3 market, yet,
not after a few minutes, not after a few hours.
I boldly build into the unknown, braving biowaste hazards.
Who said that Colonization is boring?
 
I have a Coriolis at location 0 in orbit around a planet with 3 locations occupied by 3 refineries. As expected, only 2 seem to be activated. Economy 100% refinery at the end of the third. I still have location 1 in orbit. Do I have a chance of activating the third refinery with a building in this location? If so, what building? An outpost? A Installation?
 
1 T3 ground port poseidon completed yesterday + 1 T2 ground scientifc hub athena completed today
did not cause high tech products to appear in T3 market, yet,
not after a few minutes, not after a few hours.
I boldly build into the unknown, braving biowaste hazards.
Who said that Colonization is boring?
Do all Hubs have the same n+1 activation issues, not just the refinery Hubs?
 
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