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

The T1 civilian surface colony has 7 market links:
1746038349899.png

While the Coriolis orbiting the same planet has 5 market links, in addition to the planet influence (HMC = Extraction from Lagrange Watch, the T1 surface port), and the refineries don't show up at all:
1746038462183.png

I smell a bug. Visual bug, maybe, but still a bug.
 
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What's an economic unit?
The amount of economic productivity needed to provide a supply cap of 42.5t of hydrogen fuel in state None.

(This is slightly less arbitrary than it sounds: it's the size of market you'd expect a standard non-colonisation station with a population of 1 to have)

I can attenuate the refinery influence by building something industrial.
Is the opposite true, I mean, is there any facility that can attenuate the industrial influence?
Pretty much any other economy will consume industrial exports (and switch those commodities to demand if you add enough of it)

Agricultural I think has the broadest range of imports of industrial exports, though unless you want demand of something very specific it doesn't really matter.
 
Sitrep for Scorpii Sector PT-R b4-2. Economy on Galaxy map is now classified as High Tech/Military and population is increased from 32400 to 11.9 million.

Abbreviations for links: HT--High Tech; Mil--Military; Ag--Agricultural

First planet: Icy, nitrogen atmosphere, 1 bio signal
Single Commercial outpost with no additional supporting facilities.
Strong links: 0
Weak links: 3 HT; 3 Mil; 1 Ag
Docked, Type: Surface Station in system Scorpii Sector PT-R b4-2, State: Construction, Faction: No Choen Mafia in state Unknown
Allegiance: Unknown, Economy: Industrial, Government: Anarchy
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Restock, Refuel, Repair, Workshop
Interstellar Factors Contact, Flight Controller, Station Operations, Powerplay, Station Menu, Social Space, System Colonisation
Economies: Industrial 140%, Agri 105%, Terraforming 100%, Military 15%, High Tech 15%
Sells your typical Industrial stuff, plus about 30000 tons of each Tea, Coffee, Fruit and Vegetables; plus 6000 tons of Animal Meat; plus some military stuff like Battle Weapons

Second planet: Icy, no atmo, no bio
Single Civilian outpost with one Space Farm next to it.
Strong links: 1 Ag
Weak links: 3 HT; 3 Mil
Docked, Type: Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: Anticorp Deep Space Socialist Collective in state Expansion
Allegiance: Alliance, Economy: Industrial, Government: Cooperative
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Crew Lounge, Restock, Refuel, Repair
Workshop, Missions Generated, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Social Space, System Colonisation
Economies: Industrial 140%, Military 15%, High Tech 15%, Agri 10%
Much, much less Agricultural influence than the first station. Market is typical Industrial stuff and 12000 tons of Fruit and Vegetables plus a little Military stuff.

Third planet: Icy, neon atmosphere, 1 bio signal
Scientific planetary outpost with Bio Research surface settlement next to it.
Strong links: 1 HT
Weak links: 2 HT; 3 Mil; 1 Ag
Docked, Type: Crater Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: No Choen Mafia in state Unknown
Allegiance: Unknown, Economy: High Tech, Government: Anarchy
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Restock, Refuel, Repair, Workshop
Missions Generated, Interstellar Factors Contact, Flight Controller, Station Operations, Powerplay, Station Menu, Social Space, System Colonisation
Economies: High Tech 220%, Military 15%, Agri 5%
Huuuge amounts (up to 200+k) of High Tech stuff/medicines and large amounts of military stuff. Plus, being an Anarchy station all the normally illegal stuff like battle weapons and combat stabilizers (y)

Fifth planet: Icy, neon atmosphere, 1 bio signal
Commercial outpost with Relay station and Satellite next to it.
Strong links: 1 HT
Weak links: 2 HT; 3 Mil; 1 Ag
Docked, Type: Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: Revolutionary HIP 86385 Union Party in state Expansion
Allegiance: Unknown, Economy: Industrial, Government: Communism
Station services: Dock, Autodock, Black Market, Market, Contacts, Universal Cartographics, Missions, Outfitting, Restock, Refuel
Repair, Workshop, Missions Generated, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Livery, Social Space
Vista Genomics, System Colonisation
Economies: Industrial 140%, Agri 105%, Terraforming 100%, High Tech 90%, Military 15%
Used to be a mix of High Tech and Colony before, now it's mostly Industrial with some High Tech and Agri stuff thrown in. The weakest market of the bunch, but good amount of Fruit and vegetables (122000 tons) and Grain (133000 tons).

Seems that for non-specialized stations the planetary override is the greatest factor, followed by the presence of biosignals. Specialized support infrastructure has much less effect, and the nerf from unsuitable planet type seems considerable: 10% Agri from Space Farm on the second outpost vs. 80% High Tech from Relay for the last one (80% instead of 90% because each High Tech weak link seems to give 5%, and this station has 1 strong, 2 weak links).

Instead of taking a bazillion screenshots of the markets, here's Inara link: https://inara.cz/elite/starsystem-stations/30429/

Footnotes:
None of the stations that didn't have Universal Cartographics or Outfitting gained these services. Surface outpost still lacks Shipyard. But maybe it changes tomorrow after the server tick?
Outfitting at Hoshide Terminal is very good; the only module that I didn't notice at quick glance was Universal Limpet controller.
 
Ignoring the various weak link pollutants, I'm seeing the following at my stations

Commercial Outpost (Icy) : 1.4 Ind + 0.9 Tec (1 strong [small settlement] +2 weak)
Coriolis (HMC): 1.4 Ext + 0.9 Tec (1 strong [orbital] +2 weak)
Industrial Outpost (HMC): 1.4 Ind + 1.2 Ref (1 strong [hub])
Asteroid Base (GG + rings): 1.4 Ext
Scientific Outpost (GG): 1.0 Tec
Military Outpost (Icy): 1.0 Mil
Coriolis (HMC): 1.4 Ext
 
There may be a bug with the non-colony station having an economy? For instance my asteroid base, economy is extraction but it doesn't show as the strongest economy and is only having weak links. The market looks like an agricultural (I have an Agricultural Orbis elsewhere) and doesn't even sell Gold or Silver.

I feel like a station with a base economy should have it being strong or maybe not being influenced by other economies if the type was non-colony from the beginning.
As you can see on the screenshot, the asteroid base (extraction market) only has an weak extraction link because of another outpost around a HMC body.

Screenshot_0068.jpeg
 
The links screen doesn't show either planetary influence (if applicable) or the station's intrinsic economy type (otherwise) [1], and also shows any multi-economy links (strong links between ports) as only being their largest component.

[1] Makes technical sense, since neither is a "link", but since they're also usually the largest component of the station's economy it certainly gets confusing to omit them!
 
Yes - I got 0.4 as a link strength for an icy world.

I wonder - is that ice world also tidally locked, for two separate negatives?
No, none of these planets are tidally locked. All have rotational periods between 1 and 2 Earth days and orbital periods of several Earth years.

The saving grace with ice planets is that it's quite common to find ones with bio signals and that in itself gives quite strong agri economy--even when the Industrial part eats up some of the stuff. The first outpost is not bad, only missing water (you'd think that an ice planet of all things would export prodigious amounts of water--alas, that's not the case).
 
Without yet reading up on the thread from the end of page 136 onward...
Elite - Dangerous (CLIENT) 30.04.2025 21_47_18.png

Elite - Dangerous (CLIENT) 30.04.2025 21_47_04.png

This second picture contains all the useful things sold by this port now (or the things which most stations use, polymers, insulating membrane and liquid oxygen are completely gone). So we get "weak" market influences from other stations in regards to their supply side, but their demand side hits with full wrecking ball force to almost completely destroy other economy types. Really well thought through. (Not)

There is one industrial settlement on moon 4 a and a starter industrial outpost around planet 1, so I'm not sure where the ind link is from. All I know is I would immediately tell the system "No, don't link to the refinery port to destroy the economy and provide practically nothing useful in return".
 
So we get "weak" market influences from other stations in regards to their supply side, but their demand side hits with full wrecking ball force to almost completely destroy other economy types.
You also get similarly weak demand. But 5% demand is enough to wipe out insulating membrane, on average; 10% to wipe out liquid oxygen - because they're high-demand, low-supply goods to start with.

(Polymers I can't explain, unless the station is also getting some significant planetary influence - which doesn't show up on the link graph - which is consuming those)

There is one industrial settlement on moon 4 a
That'll be what the weak link is from.
 
Sitrep for Scorpii Sector PT-R b4-2. Economy on Galaxy map is now classified as High Tech/Military and population is increased from 32400 to 11.9 million.

Abbreviations for links: HT--High Tech; Mil--Military; Ag--Agricultural

First planet: Icy, nitrogen atmosphere, 1 bio signal
Single Commercial outpost with no additional supporting facilities.
Strong links: 0
Weak links: 3 HT; 3 Mil; 1 Ag
Docked, Type: Surface Station in system Scorpii Sector PT-R b4-2, State: Construction, Faction: No Choen Mafia in state Unknown
Allegiance: Unknown, Economy: Industrial, Government: Anarchy
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Restock, Refuel, Repair, Workshop
Interstellar Factors Contact, Flight Controller, Station Operations, Powerplay, Station Menu, Social Space, System Colonisation
Economies: Industrial 140%, Agri 105%, Terraforming 100%, Military 15%, High Tech 15%
Sells your typical Industrial stuff, plus about 30000 tons of each Tea, Coffee, Fruit and Vegetables; plus 6000 tons of Animal Meat; plus some military stuff like Battle Weapons

Second planet: Icy, no atmo, no bio
Single Civilian outpost with one Space Farm next to it.
Strong links: 1 Ag
Weak links: 3 HT; 3 Mil
Docked, Type: Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: Anticorp Deep Space Socialist Collective in state Expansion
Allegiance: Alliance, Economy: Industrial, Government: Cooperative
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Crew Lounge, Restock, Refuel, Repair
Workshop, Missions Generated, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Social Space, System Colonisation
Economies: Industrial 140%, Military 15%, High Tech 15%, Agri 10%
Much, much less Agricultural influence than the first station. Market is typical Industrial stuff and 12000 tons of Fruit and Vegetables plus a little Military stuff.

Third planet: Icy, neon atmosphere, 1 bio signal
Scientific planetary outpost with Bio Research surface settlement next to it.
Strong links: 1 HT
Weak links: 2 HT; 3 Mil; 1 Ag
Docked, Type: Crater Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: No Choen Mafia in state Unknown
Allegiance: Unknown, Economy: High Tech, Government: Anarchy
Station services: Dock, Autodock, Black Market, Market, Contacts, Missions, Restock, Refuel, Repair, Workshop
Missions Generated, Interstellar Factors Contact, Flight Controller, Station Operations, Powerplay, Station Menu, Social Space, System Colonisation
Economies: High Tech 220%, Military 15%, Agri 5%
Huuuge amounts (up to 200+k) of High Tech stuff/medicines and large amounts of military stuff. Plus, being an Anarchy station all the normally illegal stuff like battle weapons and combat stabilizers (y)

Fifth planet: Icy, neon atmosphere, 1 bio signal
Commercial outpost with Relay station and Satellite next to it.
Strong links: 1 HT
Weak links: 2 HT; 3 Mil; 1 Ag
Docked, Type: Outpost in system Scorpii Sector PT-R b4-2, State: None, Faction: Revolutionary HIP 86385 Union Party in state Expansion
Allegiance: Unknown, Economy: Industrial, Government: Communism
Station services: Dock, Autodock, Black Market, Market, Contacts, Universal Cartographics, Missions, Outfitting, Restock, Refuel
Repair, Workshop, Missions Generated, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Livery, Social Space
Vista Genomics, System Colonisation
Economies: Industrial 140%, Agri 105%, Terraforming 100%, High Tech 90%, Military 15%
Used to be a mix of High Tech and Colony before, now it's mostly Industrial with some High Tech and Agri stuff thrown in. The weakest market of the bunch, but good amount of Fruit and vegetables (122000 tons) and Grain (133000 tons).

Seems that for non-specialized stations the planetary override is the greatest factor, followed by the presence of biosignals. Specialized support infrastructure has much less effect, and the nerf from unsuitable planet type seems considerable: 10% Agri from Space Farm on the second outpost vs. 80% High Tech from Relay for the last one (80% instead of 90% because each High Tech weak link seems to give 5%, and this station has 1 strong, 2 weak links).

Instead of taking a bazillion screenshots of the markets, here's Inara link: https://inara.cz/elite/starsystem-stations/30429/

Footnotes:
None of the stations that didn't have Universal Cartographics or Outfitting gained these services. Surface outpost still lacks Shipyard. But maybe it changes tomorrow after the server tick?
Outfitting at Hoshide Terminal is very good; the only module that I didn't notice at quick glance was Universal Limpet controller.
You're 24 light-years away from the Aquarium.
 
(Polymers I can't explain, unless the station is also getting some significant planetary influence
It most likely is since this planet does have volcanic activity (I haven't looked at the precise journal figures). Which I still fail to see the point in it providing industrial influence but that's beside the point. Risks of building during "beta", can accept that, would still like for a choice or further control in application of said planetary economies...

... currently setting up surface port on same planet to see what happens. Because I might as well at this point and I was going to do one anyway. Partially annoyed as this provides me with only two of the bulk items and two low quantity. Questioning the worth of building security station even though the number is currently in the negative because it will destroy what little titanium I have left at this station. (The high tech link is from a relay station)

Could live without the insulating membrane, it's not a particularly high quantity commodity and for one of them I won't mind going further too much every now and then. But the rest? That is actually just insulting.

On a different note, my Orbis around a terraformable water world went from 115,000 to 409.9 million population. Another two [former colony] outposts also around terraformable water worlds went to 1.2 and 1.9 million respectively. Not sure if construction sites in those systems matter, I presume they don't (since they didn't before).
 
The saving grace with ice planets is that it's quite common to find ones with bio signals and that in itself gives quite strong agri economy--even when the Industrial part eats up some of the stuff. The first outpost is not bad, only missing water (you'd think that an ice planet of all things would export prodigious amounts of water--alas, that's not the case).
Ice isn't always water. It can be ammonia, methane, etc.

The description doesn't actually say what the icy stuff that we are walking on is. I suppose a clever person could look at the temp and pressure and make a good guess.

composition.png
 
They did a nice little news article talking about why population jumped and such. They also mention the colonization megaships and that they
will "will be repurposed for other duties", so probably removed? Guess we'll be on our own to get the supplies to grow out with these changes.
Maybe they should redeploy them, each one going the the furthest point colonized ;)

Edit: OR as hubs to colonise from in deep space!
 
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Surprise. The glory days are over. :(
But with all the markets boosted it should be easier to find the commodities and for people colonizing far from the bubble, just setting up one station around the right body type will provide plenty of the required commodities.
I actually never used those colonization megaships because that would have been like doubling the number of time you needed to dock (if you are using a fleet carrier). And docking with a cutter (or T9) is worse than just a few extra hyper jumps :LOL:

So I would say, the glory days are starting now: the supply got a x10 or even x100 in the new colonized systems.
 
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