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

The HMC body is tidally locked,
Is it a terraformable to offset that or are you just stuck with it?

It's unfortunate, but it could be expected that if each strong link gets boosted by a supportive system/planetary characteristic, they are equally impacted by a negative one...
 
Is it a terraformable to offset that or are you just stuck with it?

It's unfortunate, but it could be expected that if each strong link gets boosted by a supportive system/planetary characteristic, they are equally impacted by a negative one...
Not terraformable and no bios. So, stacked down to near extinction. I'm now filling the last slot with another T2 agri settlement and call it a day. And... things change all the time... as I started that planet that whole mechanic was not announced yet.
 
Brand new T3 over a Rocky body (Tidally locked, biologicals)
Before and After building a single Refinery Hub
livingstone5.PNG

After building a second Refinery Hub
livingstone6.PNG

Next Refinery system I build I really want to make sure there's no biologicals on the Rocky body. The Terraforming deletes my polymer supply unless it's in a surface port.
 
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It seems somebody else already figured this out quite a while ago: https://issues.frontierstore.net/issue-detail/75342

TL;DR: if you have multiple strong links from facilities of the same economy type, a boost will only be applied once rather than for each link. In particular this can make stacking refineries significantly less effective than they might seem when planning.
Wow, I wish every bug I referenced on the forum got immediately fixed the following day.
 
So, a question (or two) on a planned setup I have…
It’s a terraformable, tidally locked HMC with biologicals. I’m planning to build:
1 surface T1 port (colony)
1 T2 tourism settlement
1 Refinery Hub
2 T2 agri settlements
1 T1 agri settlement
1 space farm
1 Coriolis
So, according to my calculations, this should lead to a 5.0 Agri 1.2 Tourism 1.2 Refinery 1.0 Terraforming 1.0 Extraction economy on the surface port, and a 6.0 Agri 1.2 Tourism 1.2 Refinery 2.0 Terraforming 2.0 Extraction economy on the Coriolis. Will this economy setup produce the intended mix of agricultural products and metals/CMMs?
 
Security
12​
Tech Level
37​
Wealth
24​
Standard of Living
43​
Development Level
36​

System is now High-Tech/Industrial. I have one more T1 or T2 position in system and thing is what to build there. Is there anything more/new to gain with scientific T2 installation? And I can only influence industrial outpost with this last installation.
 
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This experiment has failed to produce a result - the pirate outpost was finished but the market is disabled.
Huh, why is the market disabled? I knew corpo government shuts down black markets (which seems really unrealistic lol) but pirate outposts have normal legal exports as well:
1747497811887.png
 
Well, four refinery hubs and some luck with a planetary port seems to be good enough to retain a majority of its refinery exports despite the volcanism applying industrial to it. Only things it's missing are ceramic composites, copper and semiconductors, but instead it gained liquid oxygen, aluminium and polymers. Coriolis in orbit still has more or less the same supply offers (semi(superconductors, steel, titanium among important ones), despite increased industrial presence from the planetary port... which surprised me. Both seem to have 4.8 refinery proportion according to the journal.

(So in effect I have most bases covered now except the ceramics, which I already have plans to build a port and refinery hub where I know I'd get them issue-free... because the planets there don't have volcanism)

... think I will leave this refinery to be as it is now to avoid losing any of those exports. It's "good enough" as its interim state.
 
Huh, why is the market disabled? I knew corpo government shuts down black markets (which seems really unrealistic lol) but pirate outposts have normal legal exports as well:
There seems to be a bug where if a black market gets forcibly closed (due to the controlling faction's ethos not allowing it) it will also close the regular market.
 
There seems to be a bug where if a black market gets forcibly closed (due to the controlling faction's ethos not allowing it) it will also close the regular market.
It's not a bug.

The effect is the other way round.
- you have a station which has no commodity market in its default service set
- you put in charge a faction which opens black markets with its ethos
- the black market forces the commodity market to open (this was a change several years back to stop stations weirdly buying illegal/stolen goods but not legal ones)
- if you then put in charge a faction which closes the black market, well, that was the only thing holding the commodity market open, so it closes too

If the station has an intrinsic commodity market, you can close the black market without affecting it.

(How do you tell whether a station's commodity market is intrinsic or not? You can't, other than by testing it by switching ownership)
 
So they (Frontier) designed a pirate outpost with a service economy (i.e. custom), that has no market by default? That doesn't seem right. I can accept it for the military outpost (there's one of those in the same system with the same issue), since it has other purposes. But the pirate outpost has literally no other services besides the market.
 
I don't think it's as simple as "outpost of type X doesn't have a market".

I expect there's some complex interactions with things like tech level (etc.) as to which services a station might have, and therefore any given station in any given system doesn't have a guaranteed service set.

(It's fairly rare for NPC outposts to have a full refuel-repair-rearm set, for example, though all of ours seem to have at least that; would it be better if commodity market was also on the "always" list? Probably.)
 
Hi!
Anyone know what influence the two leftmost slots would get from the two bodies?
Would a station in the 2nd from left slot get influence from both the left and the right moon?

1747507141526.png
 
Anyone know what influence the two leftmost slots would get from the two bodies?
Would a station in the 2nd from left slot get influence from both the left and the right moon?
Slots on the horizontal line (other than the surface slots on the right moon) get influence from the left moon (and each other, potentially)
Slots on the vertical line get influence from the right moon (and each other)

(That's for planetary and strong links - weak links would be the opposite)
 
Slots on the horizontal line (other than the surface slots on the right moon) get influence from the left moon (and each other, potentially)
Slots on the vertical line get influence from the right moon (and each other)

(That's for planetary and strong links - weak links would be the opposite)
Ah, so if I build say a Coriolis in Slot 0 (the leftmost) and two surface refinery hubs on the moon on the right, they would be weak links to that Coriolis. Did I get that right?
 
I need a double check.

If I put a outpost with an intrinsic economy around a planet that provides it, it doesn't get a boost does it?

i.e A Scientific outpost around a gas giant, would be just high Tech 100% not boosted by the planetary influence, that's right isn't it? Planetary econ influence only affects the 'colony' starting ports?
 
If I put a outpost with an intrinsic economy around a planet that provides it, it doesn't get a boost does it?

i.e A Scientific outpost around a gas giant, would be just high Tech 100% not boosted by the planetary influence, that's right isn't it? Planetary econ influence only affects the 'colony' starting ports?
Correct. HT doesn't get boosted; it doesn't pick up Industrial either.
 
Correct. HT doesn't get boosted; it doesn't pick up Industrial either.
Thanks.

But what about this:
Science outpost, around a body with geological or bio signals which boost High Tech.

I wonder if that would boost the science outpost, but then if we put a high tech facility in orbit next to the science outpost or on the body, that strong link to the science outpost would get boosted? Right?

Sorry if I'm being slow
 
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