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

Not sure if anybody mentioned this before, but is it possible the economy is influenced by total available planetary spots?

So for example a planet has 6 spots, you build 1 refinery -> 1/6 isn't close enough to 0.5 so it gets ignored (some rounding error), resulting in 1.00 colony economy.
And then for example a planet has 2 spots, you build 1 refinery -> 1/2 = 0.5, resulting in 0.5 refinery economy

It's a stretch, but might explain why different people get different results when building the same hubs.
 
Not sure if anybody mentioned this before, but is it possible the economy is influenced by total available planetary spots?

So for example a planet has 6 spots, you build 1 refinery -> 1/6 isn't close enough to 0.5 so it gets ignored (some rounding error), resulting in 1.00 colony economy.
And then for example a planet has 2 spots, you build 1 refinery -> 1/2 = 0.5, resulting in 0.5 refinery economy

It's a stretch, but might explain why different people get different results when building the same hubs.
I have planets with 7-places and 2-places, it's the same everywhere, it's a bug, we're waiting for a fix.
 
Dumb question. How do people"know" the slot number of facilities being built?

I don't see anything obvious in the journal.

I ask because when I completed my Ocellus it visually flipped position with my original primary outpost.

Positions Flipped.png
 
Question:
Has anyone ever built a Civilian Hub?
What does it do?
Good question.
I'm wondering about Outpost Hub as well.
Both this hubs have an agricultural asset as per-requisite so in theory they should give some agri influence and/or population increase. It's quite curios that this is not mentioned in their description.
I might do one of them next week, just to see what happens....
 
I have plans to put down some of those hubs - outpost ones, likely - in a (probably) high tech-only system to cover for some stats which high tech structures don't provide, but I probably won't get to that too soon. I figure that is a good purpose for them though, since they otherwise would provide nothing else that looks particularly interesting or worth going for. If they have a hidden(?) colony influence you certainly wouldn't want that.

... although they have some hefty security penalties for their comparatively small boosts.
 
Recent reports suggest that if you build a space farm in slot 1 you'll get the 3rd refinery to work.

I don't know what to think about the installation activation concept. It seems to me that while colony econ stations may need to come out of 'under development' before they can be affected, it also seems that this could just be a perception thing caused by having to build another influencer before it will pick up an economy. I may test this. Though it takes a good while for a station to come online.

But other installations I'm less sure about, because we have so much less opportunity to mess with seeing how orbital influence economies (due to there being so few slots and not being easy to force a recalc)?

But what do people think? I guess the safest way would be to assume everything needs to be activated, so build all the economy influencers (except one) then the station. Wait until it's not under construction and then build the final influencer. But that's a slow process.

I was thinking of doing a test, where we build the orbital colony station, 2 influencers on the planet, 1 influencer in orbit. leaving them all with 1 delivery needed to complete. Then in one day complete the station, then a ground installation 1 (the econ of the station shouldn't change) then ground installation 2 (the econ of the station should change, unless it has to come out of development). If there is no econ change wait until the colony station comes out of underdevelopment and then finish the orbital?
Thanks for the review. I think I'll have to give it a try. I'll try the mining extract, which should have an impact on the market and bring me an extra UC. I hope I don't lose the 1.00 from the refinery. We'll see.
 
"should" and "should not" are questionable.

From my point of view the economy should change with installation 1. Before planetary influence it worked that way, putting the colony economy e.g. to 0.5, leaving you with a partial market. That was very helpful to at least partially cure wrongly placed buildings.

I agree my should's and should nots are based on what people are reporting at the moment, not what I think it should be if Fdev fixed their fix. if that makes sense?

Dumb question. How do people "know" the slot number of facilities being built?

I don't see anything obvious in the journal.

I ask because when I completed my Ocellus it visually flipped position with my original primary outpost.

View attachment 427124

I wish we knew when and why this happens. I've had things I built in slot 1 appear in slot 0 once finished when I was deliberately trying to keep it empty, no idea if I then build the station whether they will flip around, I think they will. So it's may be like this, something is built in actual slot 1 but there is nothing in actual slot 0. It gets drawn in slot 0 in the map, because if you're not in architect mode if would look wrong. Then when you build in the next slot, (which will say slot 1) that's actually slot 0 and it then swaps them back over. But I'm clasping at straws. I've certainly seen primaries in slot 1 with an empty slot next to them.

I think there is a spot in one of my systems I could test this... I need to remember carefully where.

I also have a feeling this works differently when it's a moon (slots are horizontally drawn) and a gas giant (vertically drawn)

Thanks for the review. I think I'll have to give it a try. I'll try the mining extract, which should have an impact on the market and bring me an extra UC. I hope I don't lose the 1.00 from the refinery. We'll see.
I would not build a mining station it will mess up the refinery even if it leave the economy 90% refinery because it will eat up the refineries exports. I'd use a boring space farm. (which don't consumes metals etc)
 
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I agree my should's and should nots are based on what people are reporting at the moment, not what I think it should be if Fdev fixed their fix. if that makes sense?



I wish we knew when and why this happens. I've had things I built in slot 1 appear in slot 0 once finished when I was deliberately trying to keep it empty, no idea if I then build the station whether they will flip around, I think they will. So it's may be like this, something is built in actual slot 1 but there is nothing in actual slot 0. It gets drawn in slot 0 in the map, because if you're not in architect mode if would look wrong. Then when you build in the next slot, (which will say slot 1) that's actually slot 0 and it then swaps them back over. But I'm clasping at straws. I've certainly seen primaries in slot 1 with an empty slot next to them.

I think there is a spot in one of my systems I could test this... I need to remember carefully where.

I also have a feeling this works differently when it's a moon (slots are horizontally drawn) and a gas giant (vertically drawn)


I would not build a mining station it will mess up the refinery even if it leave the economy 90% refinery because it will eat up the refineries exports. I'd use a boring space farm. (which don't consumes metals etc)
Okay. So let's try the orbital farm.
 
So I have a planet with 5 refinery hubs and a tier 1 planetary port that has only 0.5 refinery economy. Everything was built in the last 2 weeks.
Now I just finished a Coriolis in orbit. Its economy is ”colony” 100%.
I'll wait until tomorrow's weekly tick for it to become fully functional, then I'll build another refinery hub, perhaps that will help 🤷‍♂️
 
So I have a planet with 5 refinery hubs and a tier 1 planetary port that has only 0.5 refinery economy. Everything was built in the last 2 weeks.
Now I just finished a Coriolis in orbit. Its economy is ”colony” 100%.
I'll wait until tomorrow's weekly tick for it to become fully functional, then I'll build another refinery hub, perhaps that will help 🤷‍♂️
We currently think it should. What order did you build on the planet in? Did you wait for the refineries to come 'online' before building the t1 surface port? Or did you build the refineries and then the t1 port? how long did you wait between building the 3 refineries and the t1 port?
 
April 9 (Wednesday) - finished 1st Refinery Hub
April 10 - Civilian Surface Outpost (clotho) - colony economy
April 11 - another refinery HUB - no change
April 12 - 3rd refinery Hub - > surprize : 0.5 colony, 0.5 refinery influence in my outpost and 3 commodities (the usual bug which was fixed meanwhile)
April 14 - 4th Refinery Hub -> no change, same economic influence, same commodities in the outpost.
April 15 - 5th refinery hub - still no change
Today - Coriolis - "colony" economy.
 
All of this has to be fixed fast,because the next ship is surely a 1000t cargo hauler.
The longer this system is broken theyre losing sales on new early access ship.
 
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