Help wanted with system planning!

Good evening commanders! I have been stuck with a quandry, being my first system that I don't want to spoil, Synuefai Pi-i B56-3.
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I have put down some basic security, and my initial port was an ill advised ocellus, as you can see. What I'm trying to figure out, is if I can turn this place into a one stop colonization shop, or if I can uber specialize into extraction to create ridiculous trade prices, or a hybrid industiral/extraction economy due to the number of icey minor bodies present. I have a huge empty canvas and really don't want to waste it! C-star is 9k away btw, so probably only want support facilities over there.
C10HMCOrbital - Starport - Ocellus - Primary port
C11HMC
C12HMC
A0M-starOrbital - Installation - Security Station
A1M-star
A2M-star
ASTEROID10
A10HMC W/ Volc
A11HMC W/ Volc
A20LHMC W/ Volc
A21LHMC W/ Volc
A22LHMC W/ Volc
A23LHMC W/ Volc
A20HMC W/ Volc
A21HMC W/ Volc
A30LHMC
A31LHMC
A32LHMC
A30HMC
A40LHMC
A41LHMC
A42LHMC
A40HMC
A41HMC
A4A0LRocky W/ Volc
A4A1LRocky W/ Volc
B0L-starOrbital - Installation - Relay Station
AB10Gas W/ Rings
AB1A0LIce W/ Volc
AB1A1LIce W/ Volc
AB1A0Ice W/ Volc
AB1A1Ice W/ Volc
AB1B0LIce
AB1B0Ice
AB20Gas W/ Rings
AB2A0LIce W/ Volc
AB2A1LIce W/ Volc
AB2A2LIce W/ Volc
AB2A0Ice W/ Volc
AB30Gas W/ Rings
AB3A0Ice W/ Volc
AB3B0Ice W/ Volc
AB3C0Ice W/ Volc
AB3D0Ice
AB4A0LIce W/ Volc
AB4A1LIce W/ Volc
AB4A2LIce W/ Volc
AB4A3LIce W/ Volc
AB4A4LIce W/ Volc
AB4A0Ice W/ Volc
AB4B0LIce W/ Volc
AB4B1LIce W/ Volc
AB4B2LIce W/ Volc
AB4B0Ice W/ Volc
AB4C0Ice W/ Volc
AB4C1Ice W/ Volc
AB4D0Ice W/ Volc
AB4E0Ice
AB4E1Ice
AB50Gas
AB5A0LIce W/ Volc
AB5A1LIce W/ Volc
AB5A0Ice W/ Volc
AB5B0LIce W/ Volc
AB5B1LIce W/ Volc
AB5B0Ice W/ Volc
AB60Ice W/ Volc
AB61Ice W/ Volc
C0L-Star
C1L-Star
ASTEROID20
ASTEROID30
C20Gas W/ Rings
C21Gas W/ Rings
C22Gas W/ Rings
C2A0LIce W/ Volc
C2A1LIce W/ Volc
C2A0Ice W/ Volc
C2A1Ice W/ Volc
C2A2Ice W/ Volc
C30Gas W/ Rings
C3A0LIce W/ Volc
C3A1LIce W/ Volc
C3A0Ice W/ Volc
C3B0LIce W/ Volc
C3B1LIce W/ Volc
C3B0Ice W/ Volc
C3C0LIce
C3C0Ice
C3D0LIce
C3D1LIce
C3D2LIce
C3D0Ice
C3D1Ice
C3E0LIce
C3E1LIce
C3E2LIce
C3E0Ice
C3F0LIce
C3F1LIce
C3F0Ice
C3F1Ice
C40Gas W/ Rings
C41Gas W/ Rings
C42Gas W/ Rings
C4A0LIce
C4A0Ice
C4B0LIce
C4C0LIce
C4C0Ice
C4C1Ice
C50Gas
C51Gas
C5A0LIce W/ Volc
C5A1LIce W/ Volc
C5A0Ice W/ Volc
C5A1Ice W/ Volc
C5B0LIce W/ Volc
C5B1LIce W/ Volc
C5C0LIce W/ Volc
C5C1LIce W/ Volc
C5C0Ice W/ Volc
C5D0LIce
C5D0Ice
C5E0LIce
C5E0Ice

If anyone has any more advanced knowledge on the colonization systems, please chime in, I only really know the basics.
 
well, if you know the basics, that should be enough ;)

What you PRIMARY have to decide for yourself:
Do you want an economy which really also provides the "special" stuff which is more hard to get, or
you don´t mind if some things are missing and you have the basics of all trades?

In first case, go for the extraction, put on A1 and A2 a cvilian port T1 each, plus as much mining settlements as possible (always 1 medium plus one large), then compensate for security with comms and goverment buildings.
Together with the Ocellus the two T1 ports should provide 7 Population points total, which should be good for a final population (after some growth period) of around 7-12 Mio, giving your market middle to high 6 figures in tonnage for the goods.

If you don´t mind to loose some specials (like HE Suits, Insulating Membranes, Liquor/Beer, Semiconductors etc.) go for the one-stop-shop, that might work as well. I got one by myself in HIP 68864 and for the most it works out just fine......
If the mats-mix doesn´t feel right, just build another T1 Port, upon finishing it all the markets mixes will be re-shuffled.

I personally did cjange my approach to specialized markets after FDev changed the rules last time which resulted in that trader-joe´s mix in HIP 68864..... But thats personal opinion and the fact that I do colonize a region, not a single system....

AND: don´t forget we are still in Beta - FDev still may decide to change the rules.....
So if you want to be shure about the outcome, do nothing (except maybe claim another system), and wait until the Beta is over officially....
 
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A3 or A4 for refinery. t1 colony surface outpost. 2 refinery hubs.
AB2A is your industry throw down a colony or industry t1 surface outpost. Monitor the market add hubs or settlements if desired.
A2 might as well be your high tech world. T1 high tech surface outpost add hubs and high tech settlements as desired.
Your primary port is extraction so that's covered.
The one you didn't pick from A3 or A4 can be your farm. Agricultural settlements and then a station in orbit
C5E place a criminal outpost for some back of the system villains. (optional and can be anywhere)
Primary star can have a military outpost don't bother with a large military port in this system. You could also pick a random icy moon and build there with some military settlements if you need the security. AB1A would be good for that. 2 orbital slots for Military installation + military outpost surface slots for settlements.

You get 2 easy large ports if you want a market system then I'd go t3(t2 also valid just smaller possible IM market but you'll likely lose IM in this system) around your refinery world and agriculture benefits from a large port so your second large port goes there t2 or 3 depending on what you want to haul. figure out if industry or high tech are worth a large port once you get that far and see the points cost.

Then stop more links makes more soup and generally hurts your markets more after a certain point.
 
personally I would say this system is a no-go for colonization resources as there are no planets that can support a refinery market. you can definitely build a strong market in both industry and extraction putting industry on icy and extraction on rings and HMCs. If you don't already know, you can place two industrial planet outposts on the same planet and the second one will be shielded from any links while also getting planetary bonuses letting you produce difficult industrial commodities. There are few interactions with extraction and industry economy wise so I don't agree with worrying about too many links. If you want good prices on trade consider throwing in a few tourist buildings to drive up demand in your stations
 
personally I would say this system is a no-go for colonization resources as there are no planets that can support a refinery market.
Extraction has very little negative impact on refinery so all the HMCs without signals could be refineries. Since there's already an extraction port you can get both in system trivially. It's agriculture that's going to be the most irritating.
 
A4 would be a good place for refinery goods, since it's a HMC without any volcanism. T1 surface colony port + 2 refinery hubs should do the trick. A Coriolis in orbit if you want a large pad for getting Insulating Membranes.

You have to be exceedingly careful about industry, though, as that will swiftly devour considerable amounts of refinery output. One safe bet is to use an ice world, place a T1 colony surface port there to take advantage of the innate planetary industrial influence, with the option for an orbital colony station. I would refrain from placing actual industrial settlements or hubs, as their influence is debilitating on refinery.

You could also place a T1 surface science port on A2 with a high-tech settlement or two to boost the production.
 
personally I would say this system is a no-go for colonization resources as there are no planets that can support a refinery market.

Extraction has very little negative impact on refinery so all the HMCs without signals could be refineries.
first of all OP did express his intention to either build a specialized system for extraction (and there is plenty for that) or to build a mixed market.
Both a viable options.
I don´t understand where you get the idea of refinery from, but for me, due to lack of rocky bodies, thats a nogo anyway. Refineries are best build solitary in a system as nearly all other economies consume the one or other product.....
 
Refineries are best build solitary in a system as nearly all other economies consume the one or other product.....
Only if they create links. You can easily create ports supplying industrial and high-tech goods without creating any links. That only leaves agriculture which doesn't really hurt refineries...
 
Only if they create links. You can easily create ports supplying industrial and high-tech goods without creating any links. That only leaves agriculture which doesn't really hurt refineries...
How does one go and prevent links from being created? And conversely, intentionally creating the maximum number of links? If I go with maximizing the extraction, I'd want to stack as much into one market as possible to make the biggest demand and price differences.

In first case, go for the extraction, put on A1 and A2 a cvilian port T1 each, plus as much mining settlements as possible (always 1 medium plus one large), then compensate for security with comms and goverment buildings.
Surely you meant security stations? Government buildings are primarily for their standard of living from the stats.

I'd really like to maximize the system to its fullest, so it does sound like a full on specialization into extraction is going to be the way to go rather than only using a few slots and leaving the rest blank. That or continuing to hold onto it for beta ending.

Spamming out extraction planetary, commercial outposts and security to maintain positive rating on my spreadsheet, I could achieve a massive system wide wealth of 717. I'm curious if there have been any testing as to what occurs with a value this high?
 
How does one go and prevent links from being created? And conversely, intentionally creating the maximum number of links? If I go with maximizing the extraction, I'd want to stack as much into one market as possible to make the biggest demand and price differences.
Preventing links is largely a matter of not building any settlements, hubs or installations which have a listed economy type.

Maximising links, do the opposite and build as many as possible, ideally all of the same type.

Surely you meant security stations? Government buildings are primarily for their standard of living from the stats.
Yes, but they do also give +2 security without economy influence, whereas the security installations might be +8 security but also give military economy influence (which isn't the worst thing to get linking to an extraction station, but can make a real mess of some other economy types)

Spamming out extraction planetary, commercial outposts and security to maintain positive rating on my spreadsheet, I could achieve a massive system wide wealth of 717. I'm curious if there have been any testing as to what occurs with a value this high?
Not really. It's not clear what Wealth does at lower values either.
- it increases the size of the "None" range on the economy slider, so it essentially makes the economy more stable (which is generally not ideal if you want the highest production since it makes Boom harder to achieve, but on the other hand it also makes Bust/Famine harder to accidentally fall into)
- it has very minor effects on some commodity pricing and quantities, but not that you'd notice and importantly not in any consistent direction
 
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