Constructing a specific Economy

I have been planning my system for a while now and seem to like to blueprint so far but I would like to run the T3 port I had planned to you guys since its economy seems a little iffy. Its a big system so I can't really get around lots of links as I am trying to build up the chevrons evenly. Wanted to try to squeeze in a refinery port but the economy will end up looking like so

Refinery 4.45
Agriculture 1.85
High Tech 1.45
Extraction 1.4
Tourism 1.15
Industry 1.05
Terraforming 1.0
Military 0.75
Development Level 223

Do you guys think this will be overrun by other links or do you think this port has a chance of producing a decent amount of refinery materials. I haven't built much so this is all theory crafting.
Which type of T3, orbital or surface port?
 
Well they'll be different... the orbital station will get a boost from the planetary port based on the host body's economic overrides. But based on the numbers given you're likely going to miss out on liquid oxygen, surface stabilisers and semiconductors. You're definitely going to miss out on insulating membranes and tritium.
 
Greetings, commanders. I've got another question. I'm planning to build another asteroid base in my system. Is it possible to build it on orbit of a moon without rings? The moon has geologicals and volcanism, even though it's a rocky one. I might even put 1 extraction settlement + 1 extraction hub on the surface. Thus, I could avoid idustrial economy but only if it's possible to place an asteroid base there.
I read somewhere (probably Cmdr Mechan's manual) that only asteroid belts and rings are valid locations for asteroid bases, but when I'm looking through architect view and try to place it there the only thing that is stopping me is lack of CPs.
 
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I read somewhere (probably Cmdr Mechan's manual) that only asteroid belts and rings are valid locations for asteroid bases, but when I'm looking through architect view and try to place it there the only thing that is stopping me is lack of CPs.
Only rings and asteroid belts. Once you get the CP it'll just change the warning to invalid location as the validation isn't done until right at the end.
 
Just out of curiosity has anyone tried producing a negative economy. for example a Coriolis orbiting an icy world with say two weak agriculture links would theoretically have -.3 agriculture economy. Or do negatives not exist I'm curious if that would increase demand the further negative it went.
 
Just out of curiosity has anyone tried producing a negative economy. for example a Coriolis orbiting an icy world with say two weak agriculture links would theoretically have -.3 agriculture economy. Or do negatives not exist I'm curious if that would increase demand the further negative it went.
The information I have is that a link cannot go below .1 in strength.

A different question (but related to economy building). Say I have a terraformable high metal content world with biologicals, but also geological signals, and it is tidally locked. I was going to build agriculture on it, but I’m not sure now if it makes as much sense now seeing the tidal lock factor that would at best be cancelled out by bios.

And then still having to contend with the obnoxious forcing of planet influence until (if) we ever are able to force a bypass through specialization or choose to turn it off… especially with the super-boosted Extraction… well, I am not sure if I’d be able to compensate even when 7 planetary building slots are present. Plus I haven’t seen any indication whether the terraformable status of the planet boosting agri works yet (or whether the wording was sneakily removed by Frontier in-game and nobody noticed).
 
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