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

Maybe keep an eye on the supply of commodities in your T3 ground port and see if it increases over time. I really wonder if the population just goes away or if it simply resets the growth of the first port, in which case you didn't 'brick' anything and it just reset the progress.
I don't think so, judging from population increases post-glitch. What seems to have happened is that the planetary now has the base population value used for it as the Orbis', rather than its own.
 
I have a Coriolis around a water world. It's giving me around 300k pop growth per tick on its own. That's to say, I was getting 700k from a Coriolis around a HMC world and a t1 port on a HMC too. Now I'm getting a million pop growth in total every day. I assumed building around a water world would give me loads of pop, but I guess it doesn't? Doesn't seem any better than my Coriolis around the HMC.

I've seen t3 stations that don't grow a lot. Obv definitely more than a Coriolis, but nowhere near enough to reach the hundreds of millions of population.

At the same time, a squadmate has a t3 Orbis station around a terraformable water world. Finished on the 5th of this month? It's up to 400 million population by now. That station alone, on its own.

This being said, the Coriolis around a non-terraformable WW that I completed a week ago, I completed it right after the weekly maintenance. Meaning that today is the first day it is spinning. Perhaps it will start increasing in pop growth soon?
I have a system with 2 WW, one terraformable but not the other.
Primary port was on the terraformable one and builded an Ocellus on it, the poupulation stabilized at a bit more than 1 bill.
Second T3 (Orbis) builded this week on the other non-terraformable WW, population is increasing by 100 million per tick and should pass the 2 billion in a few days.
So look like there is no difference between terraformable or not WW
 
I have a system with 2 WW, one terraformable but not the other.
Primary port was on the terraformable one and builded an Ocellus on it, the poupulation stabilized at a bit more than 1 bill.
Second T3 (Orbis) builded this week on the other non-terraformable WW, population is increasing by 100 million per tick and should pass the 2 billion in a few days.
So look like there is no difference between terraformable or not WW
100 million a tick? That's interesting - my wingmate's Orbis around a terraformable water world hasn't increased that fast. I wonder if an Ocellus is better than an Orbis for population then?
EDIT: Wait, misread. My bad. Although... that opens up the question of what is causing the populatiton difference.
 
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A couple things I've seen -
1. It does indeed seem that a T3 link is 1.2 base strength. (Station over an Icy Body with a T3 planetary port has 3.0 Industrial, which suggests a breakdown of (1.0 + 0.4) planetary influence plus (1.2 + 0.4) from the link.
2. In another system (Wregoe MD-K d8-37) the security rating has increased to Medium, despite having a total Security rating of +1 chevron. Even if the Refinery Hub I built yesterday didn't get included in the last daily calculation, it'd still only be +2 - which is lower than I'd thought the threshold was. What's going on here?
 
In my case at +1 (chevrons) my security also went to ”Medium”.

2 orbital commercial outposts: -2
1 Coliolis: -2
1 ground port: -2
1 refinery hub: -1
2 agri settlements: 0
2 comm installations: +2
3 government installations: +6
________________
Total: +1

It's a new refinery system built 1k LY from SOL, producing everything needed for colonization in large amounts, like Water, Fruit & Veg, Steel (>110k) or Insulating Membranes (1.2k supply).
 
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Not seeing any bug-fixes from the latest update... outpost hub still acts as a tier 2 economy influence sink, agriculture not boosted by terraformable worlds despite being listed as such in the codex. High Tech is listed as being boosted by a water world, I don't think that was there before and have no idea if it's correct.
 
High Tech is listed as being boosted by a water world, I don't think that was there before and have no idea if it's correct.
The patch must’ve added this, because I don’t remember seeing it either, yet there is no mention of this being added as a “fix” in the notes.
  • Fixed Economy Overrides Codex page incorrectly stating what planetary body with organics provides
  • Fixed misleading text in Economy Overrides Codex page referencing markets without a specific economy type, when it should be the Colony economy type
So more guessing game, or building something high tech around a water world (with an orbiting station? don’t recall if the inherent economy ports receive any boosts by a supporting system/planet characteristic).
 
Now that this thread has slowed down I'll ask.

Did we actually manage to quantify any of the numbers to any reasonable degree?
If I understand correctly it seems to be vague.
Development level is a small market boost but not significant enough to care about for small or large supply goods.
Wealth increase the system bar slider but can mostly be ignored as irrelevant.
Standard of living. Does this do anything at all anymore?
Security RNG on how much is required to change the security status. Impacts the system slider but not particularly important.
Tech level. Unlocks outfitting and shipyard options but how much for what is a complete mystery and depends on who's in charge.
 
Now that this thread has slowed down I'll ask.

Did we actually manage to quantify any of the numbers to any reasonable degree?
If I understand correctly it seems to be vague.
Development level is a small market boost but not significant enough to care about for small or large supply goods.
Wealth increase the system bar slider but can mostly be ignored as irrelevant.
Standard of living. Does this do anything at all anymore?
Security RNG on how much is required to change the security status. Impacts the system slider but not particularly important.
Tech level. Unlocks outfitting and shipyard options but how much for what is a complete mystery and depends on who's in charge.
That I think is about right, yes.

Dev level I think is still pretty significant at the low levels, but with the market size expansions in update 3 is nowhere near as relevant as it was.

Wealth, Standard of Living, Security I think you certainly need a few points in all of them to have vaguely stable eco/sec sliders but after that it doesn't seem to do much (you get specialisation rerolls, but not in any coherent direction)

Security is at least reasonably obvious in terms of Low/Med/High sec effects, and might - gradually working on a test... - have a general effect on commodity pricing. I strongly suspect that at least for this one the chevron effects are rounded off to the nearest chevron, which explains why I have +2 net chevrons for low security and others have medium security at +1 net.

Tech level and dev level between them apparently affect outfitting and shipyard, but given how opaque that mechanism always has been and the widespread availability of universal outfitters via Stronghold Carriers there's really not much motivation to go through the massive build projects required to investigate more deeply. With T2/3 stations now guaranteed to have shipyard/outfitting services and most service activation not being TL-dependent (if it ever was) it's again less relevant than it used to be.
 
Are you able to provide advice here?
I have a system with only icy bodies and wanted to turn into refinery to provide metals for further colonisation. I have 1 x coriolis orbiting body with 3 x refinery hubs providing strong links. No other economic influences in the system. No other strong or weak links. Population is 550k.
Question is, what do I need to do to export aluminium? I have steel, copper, titanium in abundance but no aluminium. Is there a tech / Dev / population level that I need to achieve?
Next build would be a T1 civilian surface outpost to boost population but will change depending on advice.
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Question is, what do I need to do to export aluminium?
You're playing on hard mode by trying to force a refinery onto an industry port. Find a no signals rocky body in another system nearby and build your refinery there. It'll never be worth the time or effort to try force refinery to overpower the industry influence. You can get the bulk goods but you'll always be missing stuff and for the amount of effort you could easily have just built a refinery that doesn't fight the system.
 
Are you able to provide advice here?
I have a system with only icy bodies and wanted to turn into refinery to provide metals for further colonisation. I have 1 x coriolis orbiting body with 3 x refinery hubs providing strong links. No other economic influences in the system. No other strong or weak links. Population is 550k.
Question is, what do I need to do to export aluminium? I have steel, copper, titanium in abundance but no aluminium. Is there a tech / Dev / population level that I need to achieve?
Next build would be a T1 civilian surface outpost to boost population but will change depending on advice.
View attachment 435573
My guess is that the best way currently is to build a scientific surface port, which is immune to the planetary influence (and thus you only fight against High Tech), and put as many refinery hubs next to it as possible. My scientific surface port gets plenty Al from three weak links while my Coriolis doesn't get a single gram from three strong links. I'll finish my second scientific port with three strong links later today and see how that goes.
 
Find a no signals rocky body in another system nearby and build your refinery there.
That is not an option, I'm afraid. Have to make do with what I got.
build a scientific surface port, which is immune to the planetary influence (and thus you only fight against High Tech).
So, upping the tech may do it?
As @PilotB says, I'm fighting the Industrial influence from the planet which consumes Al. Not sure a science surface port will help that.
The economy is currently: Refinery (360%), Extraction (180%), Industrial (140%)
I'm thinking I need to up the refinery links and find a way of downsizing the industry.
 
Not sure a science surface port will help that.
High tech doesn't consume aluminium and since you can directly build a surface outpost won't get the industry body influence that'd be your best option if you must make this work. You'll lose other refinery goods but between that and the coriolis you'll have more than if you double down on trying to fight the industry. You might even want to do it on a different body so that the high tech isn't added to the coriolis as having both industry and high tech isn't going to be amazing and the coriolis in orbit won't affect the surface market but you'd need more refinery hubs.
 
So, upping the tech may do it?
As @PilotB says, I'm fighting the Industrial influence from the planet which consumes Al. Not sure a science surface port will help that.
No, the point is that scientific outpost will be immune to planetary influence, so it won't get the Industrial economy from an ice planet. Which makes it more likely to get refinery outputs (even though the High Tech will eat some). Nothing can be done with the Coriolis, it's a lost cause.

Ideally we'd have a specialized Refinery surface port, but, shōganai...
 
Thanks, I get you now. Scientific outpost on another body is a valid way forward.
& yes, a refinery surface port would have been ideal.
Or for trailblazers to have been better implemented as a whole. I had such high hopes when it was announced.
 
is there a noobs guide to colonisation anywhere as i am completely clueless and already mucked up my system - and spent most of my arx naming ports so ideally i would like a cheat sheet before i risk another.
Thanks

edit actually AI may help as just asked copilot and it seemed useful ie

edit 2 deleted as was told it was incorrect
 
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ahh ok i will delete my post then as do not want to confuse,....

edit i just googled and that guide looks like just what i am after.

A quick quesiton. i currently have a high tech extraction economy and i now know that if i built a refinery in this system it will use the stuff that the extraction produces.

This appears to be universally considered a bad thing HOWEVER conceptually locally producing the stuff that refinery needs to import feels to me like it should be a positive thing for extraction output.

Given i accidentally went bit on extraction because i assumed it would be the foundation for a solid refinery.......... and given i have zero interest in any of the products my mines are producing.......... is there any advantage at all to deliberately using my locally produced extraction to feed a couple of refineries (I want aliminium and steel at least) ?

or do i need to accept if i want a strong refiner system i ballsed up and to move on?

Thanks.

this is my system. i am just wondering if it is beyond repair to make it a solid refining system

(there are still plenty of untouched planets left)


thanks.
 
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