Constructing a specific Economy

Is there any way of telliong what eg; an extraction settlement might produce before placement?
Unlikely beyond the obvious "a few of this larger set" - and constructing further system assets might change it anyway.

That implies there's potentially a tie to things like Wealth, etc. but probably at far too detailed a level (and maybe still with some random components) to be able to predict.
 
How do moons fit in to this? For example, if you had an orbital T2 port around a body and an orbital T1 port around a moon of that body? Does it change anything, or is it handled as if they were different planets?
 
Agriculture bonuses seem to be different
These were all built before big economy changes

planetary T1 port - Icy moon 50% agriculture
large agriculture settlement 0,8 agri
space farm in orbit 0,4 agri (does not affect ground port)

coriolis station (in another system), icy body 25% agriculture
0.4 medium agriculture building
0.4 space farm
1 weak link from a medium farm elswhere +0.05

it seems to be -0.3 for icy body on these

t1 planetary port on icy body witb biosignal 150%
1.0 bio signals
0.4 medium agri building
0.4 bio signal boost
0.1 weak links 2x
-0.4 icy world ?????

I dont get it penalty for tidal lock seems to be -0.4
For icy body it seems to be -0.4 or -0.3
 
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I have been seeing posts eluding that outposts such as security outpost and mining outpost don't generate weak links if they are the only port linked to their respective body. Does anyone know if this is true?
 
I have been seeing posts eluding that outposts such as security outpost and mining outpost don't generate weak links if they are the only port linked to their respective body. Does anyone know if this is true?
There might be a bit of confusion about the terminology.
When most people say "outpost" they mean the small stations; the ones that don't cost any points to build and only have one medium and several small landing pads. There's a few types of those that come with economies built-in: industrial, high-tech, military and contraband/service (from the pirate outpost). Those are the ones that don't create weak links, assuming they're the only station in orbit around a body.

But then if you look under the installations menu there's some construction options in there that also call themselves outposts, like the mining outpost. Regardless of the name all installations will create links if they have "system economy" listed under their stats.
 
Agriculture bonuses seem to be different
These were all built before big economy changes

planetary T1 port - Icy moon 50% agriculture
large agriculture settlement 0,8 agri
space farm in orbit 0,4 agri (does not affect ground port)

coriolis station (in another system), icy body 25% agriculture
0.4 medium agriculture building
0.4 space farm
1 weak link from a medium farm elswhere +0.05

it seems to be -0.3 for icy body on these

t1 planetary port on icy body witb biosignal 150%
1.0 bio signals
0.4 medium agri building
0.4 bio signal boost
0.1 weak links 2x
-0.4 icy world ?????

I dont get it penalty for tidal lock seems to be -0.4
For icy body it seems to be -0.4 or -0.3
Yes, Agricultural economy is negatively effected by Icy Body (-0.4) and Tidally Locked (-0.4).

An example, with nothing else in the system.
So if you build a Colony port above an Icy Body with Tidally Locked your Agricultural will show as 0.
If you built a T2 Agricultural (+0.8) on that Icy Body, your Agricultural will still be 0.
If you built 2xT2 Agricultural (+1.6) on that Icy Body, your Agricultural will be 0.8. (1.6 - 0.8).

o7
 
There's a few types of those that come with economies built-in: industrial, high-tech, military and contraband/service (from the pirate outpost). Those are the ones that don't create weak links, assuming they're the only station in orbit around a body.
In a round-about-way this is true.

If an asset is a receiver of weak links it will not generate weak links. So if an outpost is alone orbiting a body it will receive weak links from elsewhere and not generate them. If a second outpost is built around the same body the second outpost becomes a generator of weak links. If a higher tier port is built around the same body it becomes the dedicated receiver of weak links for that body and the two outposts become weak link generators.

In this example both science orbitals receive weak links but do not generate weak links.
Strong and Weak Graphic Diag F1.png


In this example the military outposts do not produce weak links to anything.
Strong and Weak Graphic Diag F1.png
 
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Does this also apply to scientific/industrial ports and colony ports. In other words if I built two scientific ports on one planet would the second port begin generating weak HT links (assuming I am correct in that scientific/industrial ports don't inherit the planets economy). Also if I built two colony ports would the second one inherit the planets economy and then generate a weak link of that type. Thank you all so much for your help with my questions before I start planning my dream system btw.
 
Does this also apply to scientific/industrial ports and colony ports. In other words if I built two scientific ports on one planet would the second port begin generating weak HT links (assuming I am correct in that scientific/industrial ports don't inherit the planets economy). Also if I built two colony ports would the second one inherit the planets economy and then generate a weak link of that type. Thank you all so much for your help with my questions before I start planning my dream system btw.
Correct, both second ports would generate weak links of whatever their economy type was.

So you either have to shield everything, or you have to shield nothing but build the system in a way that generates no weak links at all, or you have to accept a bunch of weak links will mix your economies.
 
Do we have an overview of at what ratio links turn from minor to oops half the market is gone? It does seem like in some cases they're OK and in other cases 5% removes something vital. With Agriculture you're basically forced to run a mixed influence market due to the lack of pure influcences if you want a large pad. Sorry if I missed it posted earlier if it was posted. I just can't really decode the impact of various links at this stage. The system seems to want you to mix economies and then the economies don't seem to want to be mixed. Stations with 4 items for sale aren't very entertaining.
 
Do we have an overview of at what ratio links turn from minor to oops half the market is gone? It does seem like in some cases they're OK and in other cases 5% removes something vital. With Agriculture you're basically forced to run a mixed influence market due to the lack of pure influcences if you want a large pad. Sorry if I missed it posted earlier if it was posted. I just can't really decode the impact of various links at this stage. The system seems to want you to mix economies and then the economies don't seem to want to be mixed. Stations with 4 items for sale aren't very entertaining.
It depends very strongly on the commodity - some are consumption-heavy and a single weak link can easily knock then out, others are so production-heavy that adding a single weak link to an economy of a different type knocks its imports out. But there are other factors too - which seem, in colonised systems, to be at least partly dependent on Wealth, Dev Level, etc. but possibly also still have a pseudo-random element from the station itself - which mean that a lot of the answers are "it might import or it might export"

I have a calculator here https://cdb.sotl.org.uk/specialisation/hybrid that usually gives the right answers to within knowable confidence (with the info you posted in the other thread, I should be able to add Contraband as an option to it as well)
 
Okay. Apparently, more accurately, posts never generate weak links unless they do.
The results of some experiments by others suggest the following rules:
  • Any asset can either send or receive weak links, but not both at once
  • A facility will always send weak links and has no capacity to receive them
  • A port will normally receive weak links unless another port at the same body is shielding it. In that case, the port will send weak links.

From my own testing I believe the more general rule for weak links is:
  • The highest tier port of a body will receive all the weak links from assets from other bodies.
  • The highest tier port of a body will not generate weak links.
  • If a body has multiple ports of the same highest tier, the first built wins.

This explains:
a) Why planets with just a single outpost does not generate weak links. It doesn't matter if the port is originally industrial, research, or colony.
b) If a second outpost is added to the body the second outpost will be a generator of weak links.
 
Agriculture bonuses seem to be different
These were all built before big economy changes

planetary T1 port - Icy moon 50% agriculture
large agriculture settlement 0,8 agri
space farm in orbit 0,4 agri (does not affect ground port)

coriolis station (in another system), icy body 25% agriculture
0.4 medium agriculture building
0.4 space farm
1 weak link from a medium farm elswhere +0.05

it seems to be -0.3 for icy body on these

t1 planetary port on icy body witb biosignal 150%
1.0 bio signals
0.4 medium agri building
0.4 bio signal boost
0.1 weak links 2x
-0.4 icy world ?????

I dont get it penalty for tidal lock seems to be -0.4
For icy body it seems to be -0.4 or -0.3
Bringing this up again because I noticed something in the codex that may be relevant: it states that the environmental decreases will reduce the effectiveness of strong links, but that they will still always be more effective than weak links. So I think that's a pretty strong hint that they can only be reduced to a minimum of 0.1, double the strength of a weak link.
 
It depends very strongly on the commodity - some are consumption-heavy and a single weak link can easily knock then out, others are so production-heavy that adding a single weak link to an economy of a different type knocks its imports out. But there are other factors too - which seem, in colonised systems, to be at least partly dependent on Wealth, Dev Level, etc. but possibly also still have a pseudo-random element from the station itself - which mean that a lot of the answers are "it might import or it might export"

I have a calculator here https://cdb.sotl.org.uk/specialisation/hybrid that usually gives the right answers to within knowable confidence (with the info you posted in the other thread, I should be able to add Contraband as an option to it as well)
Is there a version of that for orbital ports instead of surface ports?
 
Is there a version of that for orbital ports instead of surface ports?
At the moment I don't distinguish at all (the orbital-only Tritium and Insulating Membrane are also included in the calculation)

I don't have the data to reliably automatically build the lists of which exports and imports are surface/orbital only - do you know of anywhere someone's already done that?
 
At the moment I don't distinguish at all (the orbital-only Tritium and Insulating Membrane are also included in the calculation)

I don't have the data to reliably automatically build the lists of which exports and imports are surface/orbital only - do you know of anywhere someone's already done that?
Tritium production seems to be 0 no matter what...
 
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