Constructing a specific Economy

Because colony outposts would keep driving the security level down with not any accumulating refinery advantage.
If you put them on rocky bodies from which the ports automatically inherit refinery economy, they will.

Of course security is a matter (if not an anarchy) but you can put that somewhere else in the system. And the talk here was of planetary outposts, so no military default there anyway.
 
If you put them on rocky bodies from which the ports automatically inherit refinery economy, they will.

This cmdr has an established multi-slot body with a T3 Orbis refinery market. I believe that any outpost placed on surrounding single slot moons would add nothing to this Orbis market except from the increased population and any system wide values. These outposts aren't making any strong or weak link connections. They will only provide improvement to the T3 Orbis through improved system stats like population, security, and dev level.

I believe it would be advantageous to select outposts on these single-slot moons for the desired system stats, not because they have a refinery.
 
I believe it would be advantageous to select outposts on these single-slot moons for the desired system stats, not because they have a refinery.
It depends what you're after.

If you're after total highest refined goods output from the system (which was the question I was thinking of there), then adding a T1 outpost (which the planet flips to refinery economy) on the rocky moons that ideally support it is likely to do far more for total tonnage than anything else might.

Things like Refinery hubs (for the development level much more so than the weak links) and other constructions like Government Installations to normalise security can be built all over the rest of the system so as not to waste a planet and then benefit not only the Orbis but also all the T1s as well.

(Obviously the system is going to hit "more than you can ever reasonably use yourself" with just the Orbis and the first surface outpost, but that's not the point)
 
If you're after total highest refined goods output from the system (which was the question I was thinking of there), then adding a T1 outpost (which the planet flips to refinery economy) on the rocky moons that ideally support it is likely to do far more for total tonnage than anything else might.

In the described system adding refinery outposts to single slot moons will not benefit the existing refinery facilities on Moon A other than the system wide stats that the added outposts add to. The fact that they are refineries do nothing for the T3 Orbital refinery. The cmdr would do best to build outposts on the single slot moons that boost desired system stats.

The cmdr did state this:
I have 6 (six) one-slot moons of the stated type. Should I build something (T1 outpost or refinery hub) on each one to make the total yield of the economy of my system higher?
In which case building stand-alone refineries across their system would increase "total yield" of refinery goods of their entire system, but I suspect that is not what the cmdr actually wanted to achieve because that's just not very helpful. The loose words desiring increased total yield would make most sense regarding their existing 'system of refineries' around Moon A. But who knows. 🤷‍♂️


Strong and Weak Graphic Diag J b.png
 
My minimum minimorum is like this. I'll see how it goes. If I'm not tired doing it without carrier at the end, I might add some more.
 

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Hey, guys, just a quick question. Is placing an orbital port in slot 0 still an obligatory requirement to pick up influence from the planet or hubs? I made a mistake by place a government installation in slot 0.
 
Summary
In impact order, these effect the Colony Economy:​
  1. The Body you build on (1.00)
  2. Specific Features on the Body (1.00)
  3. Tier2 facilities on the same Body as your Colony (0.80)
  4. Tier1 facilities on the same Body as your Colony (0.40)
  5. Extras from System Resource Quantities and specific System Star types (0.40)
  6. Extras from Features on the same Body as your Colony (0.40)
  7. Boost from Features on the same Body as your Colony (0.40)
  8. System Facilities of any tier not already counted (0.05)

Detail
Based on the patch notes criteria (linked above), and implementation of multiple Orbital Ports/Outposts of Colony type, I have confidence that i've got the formula down for calculating the Economy values for Colony ports.​
Where I talk about Ports, i'm only talking about Ports that have a default economy of Colony (as they inherit from the Body). I've done no testing with other Port types, nor Planetary Ports. I've done no testing with regards to multiple Colony ports around the same Body.​
Where I talk about Facilities, these are buildable (Surface or Orbit) that provide a stated change in the Economy.​
Stepping through the summary above, it looks like:​
Body Type that the Port is On/Orbiting (1.00):​
  • Black Hole / Neutron Star / White Dwarf (+1.00 to High Tech and Tourism)
  • Any Other Star (+1.00 to Military)
  • Earth Like World (+1.00 to High Tech, Tourism, Military and Agriculture)
  • Water World (+1.00 to Tourism and Agriculture)
  • Ammonia World (+1.00 to High Tech and Tourism)
  • Gas Giant (+1.00 to High Tech and Industrial)
  • High Metal Content / Metal Rich (+1.00 to Extraction)
  • Rocky Ice (+1.00 to Industrial and Refinery)
  • Rocky (+1.00 to Refinery)
  • Icy (+1.00 to Industrial)
Specific Features on the Body:​
  • If the Body has Organics (also known as Biologicals) (+1.00) for Agriculture and Terraforming - the type of Organics doesn't matter
  • If the Body has Geologicals (+1.00) for Industrial and Extraction - the type of Geologicals doesn't matter
  • If the Body has Rings or is an Asteroid Belt (+1.00) for Extraction - Asteroid Belt only counted if the Port is orbiting it
  • View attachment 428698
For Every Tier2 facility that effects a given Economy on/orbiting the same Body as the Port (+0.80 to that Economy) - These are Tier2 Strong Links​
For Every Tier1 facility that effects a given Economy on/orbiting the same Body as the Port (+0.40 to that Economy) - These are Tier1 Strong Links​
Extras from System Features:​
  • If the System has Major or Pristine Resources (+0.40) for Industrial, Extraction and Refinery
  • If the System has a Black Hole / Neutron Star / White Dwarf (+0.40*) for Tourism
    • *It is presumed but not proven that this is a singular value and is not counted ten times if the system had a Neutron Star, two Black Holes and seven White Dwarves
For each Economy that has a value greater than zero at this stage we Boost / Reduce those Economies:​
  • Boosts:
  • If the Body has Organics (also known as Biologicals) (+0.40) for High Tech, Tourism and Agriculture - the type of Organics doesn't matter
  • If the Body has Geologicals (+0.40) for High Tech and Tourism - the type of Geologicals doesn't matter
  • If the Body is Terraformable (+0.40) for Agriculture
  • If the Body has Volcanism (+0.40) for Extraction - the type of Volcanism doesn't matter
  • If the Body is an Earth Like World (+0.40) for High Tech, Tourism and Agriculture
  • If the Body is a Water World (+0.40) for Tourism and Agriculture
  • If the Body is an Ammonia World (+0.40) for High Tech and Tourism
  • Reductions:
  • If the System has Low or Depleted Resources (-0.40) for Industrial, Extraction and Refinery
  • If the Body is an Icy World (-0.40) for Agriculture - Icy World only, does not include Rocky Ice
  • If the Body is Tidally Locked (-0.40) for Agriculture

For Every Facility that effects a given Economy within the System that hasn't already been counted above (+0.05) - These are Weak Links (the Tier does not matter)​
Add up all the Economies, and that's what the Port will have.​

An example:
We build a Commercial Outpost above a Rocky Body that has Geologicals, is Tidally Locked and has Volcanism. There are Pristine Reserves in the system. There are no other facilities on the local Body nor orbiting. Elsewhere in the system there are a mixture of Tier1 and Tier2 Facilities which provide the following economical (market) links:​
Rocky Body = +1.00 Refinery​
Geologicals = +1.00 Industrial, +1.00 Extraction​
No Local Facilities = No change (there are no Strong Links)​
Pristine Resources = +0.40 Industrial, +0.40 Extraction and +0.40 Refinery​
We add up our Economies at this stage:​
1.40 Extraction
1.40 Industrial
1.40 Refinery
For each of those three economies (we only effect Economies greater than zero) we can now Boost / Reduce:​
Volcanism = +0.40 Extraction​
This gives us the following, before we add in the Weak Links:​
1.80 Extraction
1.40 Industrial
1.40 Refinery
And finally we can add in all the Weak Links which we can handily see from numbers for:​
+0.05 x 4 = +0.20 Extraction​
+0.05 x 4 = +0.20 High Tech​
+0.05 Tourism​
+0.05 Military​
+0.05 Refinery​
+0.05 Agriculture​
+0.05 Industrial​
This gives our grand total for this Port as:​
2.00 Extraction <--- Primary Economy
1.45 Industrial
1.45 Refinery
0.20 High Tech
0.05 Agriculture
0.05 Military
0.05 Tourism
Should I want to turn this Port to have a primarily Refinery Economy, the simplest option would be to place a Refinery on the local Body (which would provide +0.80 Refinery value as the Refinery Hub is Tier2).​

Observations
Within a System (and within a single Port) the Economies feed into each other. i.e A Refinery market supplies Superconductors, and a High Tech market demands Superconductors. If you have one of each of those primary markets within the same system (or even a single port with equal/similar market values) then it may be that your High Tech market is gobbling some/all of the commodities. We also do not fully understand the extent to which Population size effects Supply and Demand of commodities. It's still evolving / being understood.​
A single, clear, lead economy for a given system may have the best results. A number of specialised Systems feeding into each other may be the optimal design, with the current implementation. That said, it's likely FDev will continue to make changes to the Colonisation model and calculations.​
E&OE

o7
Great information, very helpfull.
 
Great information, very helpful.Spreadsheet?

I am doing a my own COLONY ENTROPYSTUDY to try and understand system commodities and materialsproduction.

The goal is to develop a Mini-Bubblewith various economies so we can haul goods faster to build newcolonies.

I am attempting to make a spreadsheetusing your information to understand a colony economy.

It is just the first attempt and not all that sophisticated.

Can I share it with you to get your input?
 
Hey, guys, just a quick question. Is placing an orbital port in slot 0 still an obligatory requirement to pick up influence from the planet or hubs? I made a mistake by place a government installation in slot 0.
It's not completely clear that was ever a requirement, so much as an explanation that people latched onto for other bugs with links not propagating properly semi-randomly.

I've not heard of anyone having similar problems lately, though.
 
Hey, guys, just a quick question. Is placing an orbital port in slot 0 still an obligatory requirement to pick up influence from the planet or hubs? I made a mistake by place a government installation in slot 0.

I've recently started building a port after first building an installation, and the game first placed installation into slot 0, but once port building site was created, it shuffled the map and now the port building site is in slot 0. So I expect the problem was solved this way.
 
I've recently started building a port after first building an installation, and the game first placed installation into slot 0, but once port building site was created, it shuffled the map and now the port building site is in slot 0. So I expect the problem was solved this way.
Great. Thanks. That's a relief for me.
 
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