Can we get an in-game guide to how Trailblazer economies work?

It is incredibly confusing how these systems work, and it needs to be implemented in-game to easily track.

  • An extraction settlement produces what?
  • An extraction settlement consumes what?
  • A refinery hub produces what?
  • A refinery hub consumes what?
  • What are the ratios for what the market will supply based on how many settlements/hubs are in system?

We need a detailed guide! There are so many questions and the effort needed to "test out" economies is way too high, along with no "undo" button if you placed a port or facility in the wrong location or you placed the wrong "type" of port or facility.
 
It's a freaking MESS right now and they keep changing it. I seriously wouldn't waste the time building up a system right now until they really get this figured out. Their communication on important details has been also horrid and inexcusable.

No FDEV, when you're asking us to haul tens of thousands of tons on a single system, us 'figuring it out' isn't acceptable.
 
These are good questions, but they're mostly not ones that can be answered by a bit of in-game documentation. Or even by a lot of in-game documentation.

  • An extraction settlement produces what?
  • An extraction settlement consumes what?
Odyssey settlements have selective markets, and changes to system variables, BGS states, etc. will reroll them. There's probably no more definite answer to this beyond "4-8 from this longer list of possible exports" that doesn't involve hundreds of pages of spreadsheet formulae.

  • A refinery hub produces what?
  • A refinery hub consumes what?
Nothing, refinery hubs aren't dockable (I wonder if they've fixed the build screen yet...) so don't have a commodity market service.
(This is the easy one)

  • What are the ratios for what the market will supply based on how many settlements/hubs are in system?
Again this doesn't have a fully deterministic answer.

Grain, for example, is produced at between 7 and 172 tonnes per economic unit, and consumed at between 0.8 and 25t per economic unit. Exactly where any station fits on those ranges is (pseudo-)random (and again, appears to change as you change the system variables). So if you have two stations which are 50% Agricultural (produces Grain), 50% Extraction (consumes Grain) then it's quite possible that one of them will roll average-to-high for production and export Grain, and one will roll low very for production and import Grain.

There is no in-game guide of readable length which would allow you to answer that question. Even an in-game simulator of "what market will this station have if I add it now" won't usefully tell you what will happen to it 3 constructions later.

Ultimately if you want control over your market exports and imports, you need to ensure that you only build single-economy stations (which is not straightforward, and for some economies is completely impossible in the current model)
 
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