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

What kind of an economy can I expect on Wednesday? I'm not planning on building anything else.

It's going to be an extraction economy since the HMC will override your Coriolis's colony economy.

If you do build an orbital installation like a space farm next to it, the planet's terraformable quality will boost it's agricultural influence on the Coriolis (I think).
 
So... let me get something straight, ports with predefined economies - do they have their own economy influence again?
According to their infographic, it looks that way, with that Tier 1 Port influencing the other port next to it.

This is the planet in HIP 85548 that I am building my Coriolis over. It is an HMC, with no surface slots. It is terraformable. Since it was the initial port, I had no choice in placement:

View attachment 427514

What kind of an economy can I expect on Wednesday? I'm not planning on building anything else.


Yes, extraction economy, but if you plant a few space-farms next to it, they will get a boost, because the planet is terraformable.
 
definitely A) because we have no idea how it's going to unfold this Wednesday.
Which option for A? Important detail. I am trending toward building the farm in order to make sure it gets linked to the Orbis (there is no other slot with which I could force a recalculation) on the update day. Which should get a boost by the terraformable quality of the below water world.

Additional detail - I already put down the construction site for the civ planetary port in the other system, just hadn’t started deliveries yet due to other priorities.

And the way I’m reading into the changes - providing they all roll out smoothly (no guarantee there) - makes me reasonably confident in my chosen location for a refinery but as two moons of “planet” 1 (ringed Y dwarf) have volcanism I’d either have to wait for testing to be done to so I know if intrinsic economy would be overwritten by player-built structures, or not build outposts above those two moons (I plan to put down extraction settlements and a mining installation each, plus two colony type outposts in slot 0, as each moon has 2 orbital build slots).

… or find a reasonable testing spot myself. I’m sure there should be one somewhere along my chain of systems. Otherwise, it could go through unimpeded as besides atmospheric presence (not checked for bios yet) of planet 2’s buildable moons, there is no volcanic activity in places I want to put colony stations. And agriculture shouldn’t eat the refinery exports which I want out of it - colonizing materials - while 14 refineries (4 + 4 + 3 + 3 - 3 at last two to put planetary ports) is probably going to be more than enough to offset any weak link military [security stuff] effects. … hopefully, but my plan involves creating extraction stuff and an asteroid base first, then the refineries for planet 2’s landables. Enough time for findings to come out.
 
It's going to be an extraction economy since the HMC will override your Coriolis's colony economy.

If you do build an orbital installation like a space farm next to it, the planet's terraformable quality will boost it's agricultural influence on the Coriolis (I think).
Ag seems to be the final option in many cases.
 
According to their infographic, it looks that way, with that Tier 1 Port influencing the other port next to it.




Yes, extraction economy, but if you plant a few space-farms next to it, they will get a boost, because the planet is terraformable.
There's only one orbital slot, for the Coriolis. Any space farms would have weak links (system wide).

Edit: I'm blind. There are other orbital slots.

It's those pesky pirates. They're making me see things.
 
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So... let me get something straight, ports with predefined economies - do they have their own economy influence again? I've yet to build one in orbit of (or on) a body with a colony station present, but this might be more important now in the upcoming piece of changes.

Otherwise, seeking some advice.

A - finish space farm for an Orbis starport before the update and see what happens (also to be sure it ends up properly linked to the station) or wait until after it? I didn't do anything yet since the accidental tourism/agri setup from the planetary economy was working well enough to get colonization supplied going locally.

B - should or should I not take a gamble with building my planned civilian planetary outpost to (try to) get CMM composites for the next few days until the update? I would like to free up my carrier on my main account for other things than bringing in colonization materials. Or at least have it available for builds other than my own projects, and it's always going to be a few jumps to and back from the nearest Trailblazer at these current distances I'm working from it. I'm thinking about it but there's both the risk of it not picking up refinery hubs (though they've been established for some 1-2 weeks) or getting turned into the mishmash of economies from being on a HMC with volcanism but also having refinery hubs near. Providing giving it a dedicated economy does not override planetary settings...

And beyond that, now I am curious if system resource counts have any risk of actually decreasing over time since some economy links will suffer drawbacks from being in places with low or depleted reserves (or get no benefits in the inbetween stages). I assume that it's likely to be negligible though as I don't recall many (if any) locations outside of highly populated, long-established systems, and maybe the most popular mining spots, having anything other than pristine or major reserves.

Rocky ice worlds also get the short straw with their combined industrial/refinery default, if they're non-landable.
Well, they said:
When we introduce the new economy rule set next week, we'll also be rebuilding all links and ensure all ports have corresponding economies activated.
And they also said:
The links will be updated and constructing new facilities will potentially change them, as per the prioritisation rules shown.
So, it doesn't matter if you build it now, or after, in the end it will have the same effect following next week patch.
 
According to their infographic, it looks that way, with that Tier 1 Port influencing the other port next to it.
Just trying to figure out because my refinery build in Col 285 JS-T d3-118 has some industrial stuff going on the rocky moon (I didn’t feel like building more refinery on it) would get some ‘weak link’ industry as a result of those structures [1 built T1 M ind settlement, planned T1 ind ouposts both surface and orbital, then a Coriolis for the space large pad if it is ever of use].

… not sure the Coriolis would then have an effect of its own but I might need to re-read the patch notes a third time to be sure what works how. Or hope the UI is informative enough when it is implemented. Assuming that it even matters because the refinery economy might or might not get nuked by industrial I did not ask for on the main planet.
 
Which option for A? Important detail. I am trending toward building the farm in order to make sure it gets linked to the Orbis (there is no other slot with which I could force a recalculation) on the update day. Which should get a boost by the terraformable quality of the below water world.

I agree with @hutandrei , finish the farm after the patch. The water world below will override your Orbis's colony economy with Agricultural and Tourism - and we don't know at this point if it's 50/50 or some other proportion.

Once you do complete the space farm, the water works will also boost it's agri influence over the Orbis and further increase it's agri component.
 
According to your picture, there are 2 more slots underneath your main port.
2 space-farms will have strong-links (boosted by the terraformable planet) to your Coriolis.
Yeah, I'm blind. It's late, and I'm an old dog with cataracts (literally).

And arthritis. And neuropathy, and Stage 3a...nevermind.
 
By the way, am I reading this wrong?
  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
Looks to me that they are saying this is not beta anymore.
 
Ag seems to be the final option in many cases.

Be careful about these two binary planet systems orbiting the second sun. If they behave anything like they do now, they will share each other's influences strongly - as if they were one planet

1000003115.jpg
 
I agree with @hutandrei , finish the farm after the patch. The water world below will override your Orbis's colony economy with Agricultural and Tourism - and we don't know at this point if it's 50/50 or some other proportion.

Once you do complete the space farm, the water works will also boost it's agri influence over the Orbis and further increase it's agri component.
Yeah, I suppose it is relatively irrelevant in that regard. I’m just not sure I completely trust Frontier to have economy handovers from those supporting structures to stations working, I guess.

… and test locations are looking ever more tempting. Especially when I got a spot earmarked for a primary Coriolis to put refinery into (5 build slot planet with only the primary in orbit) that is best not messed up through a lack of knowledge. Although said planet has no volcanic activity, so…
 
By the way, am I reading this wrong?

Looks to me that they are saying this is not beta anymore.
I think that might be reading too much into it. I could be wrong but I bet they were just trying to make an easy distinction in time, as in what came first vs later patches/bug fixes vs what is coming now with this latest update.
 
… and test locations are looking ever more tempting. Especially when I got a spot earmarked for a primary Coriolis to put refinery into (5 build slot planet with only the primary in orbit) that is best not messed up through a lack of knowledge. Although said planet has no volcanic activity, so…

You might not even need a test system. Since a sizable majority of colonies are of the refinery type, if something does go wrong, we'll hear screaming up and down the forum colonization threads within 3 hours after the patch 😁
 
Be careful about these two binary planet systems orbiting the second sun. If they behave anything like they do now, they will share each other's influences strongly - as if they were one planet

View attachment 427515
The good thing about binaries is that they often share mostly identical characteristics so it should be easy to work around it. It would be a little more difficult if it's one of those cases of having one high metal content world and one rocky ice world in a binary orbit (there's at least a couple out there), or one terraformable coupled with a non-terraformable (as they may also be tidally locked to one another, and we now know that will - providing no further changes made - negatively impact agricultural economy).
You might not even need a test system. Since a sizable majority of colonies are of the refinery type, if something does go wrong, we'll hear screaming up and down the forum colonization threads within 3 hours after the patch 😁
... also true, but having a test bed (or less important system in a cluster) can be useful nonetheless to test theoretical knowledge picked up on the forums. Though, admittedly, things were not yet too difficult for me to actually need one in practice. For now, I guess, I will just... continue to make what claims I want until the update rolls around*. Strong change I won't be immediately able to check it out once downtime ends but first order of priority is seeing how messed up (or not) my ongoing refinery is once I can go back in. By then the hamsters should have been reawakened by the elder gods (whether through Paul summoning them or otherwise) too.

*Still getting rather tired of only making outposts then more starter outposts. Or whatever I'm after. There is at least one more location of interest I want, plus two optional ones. One optional is along my chain but just 4 stars + one gas giant at 260k ls so it's doubtful anybody will want it before I get around, the others require an additional outpost to reach. After I'm done with the current one... because I wanted an Earth-like world in my collection of systems and while the one I got isn't a great location and a fully procedural system, it is one nonetheless.
 
The good thing about binaries is that they often share mostly identical characteristics so it should be easy to work around it. It would be a little more difficult if it's one of those cases of having one high metal content world and one rocky ice world in a binary orbit (there's at least a couple out there), or one terraformable coupled with a non-terraformable (as they may also be tidally locked to one another, and we now know that will - providing no further changes made - negatively impact agricultural economy).

... also true, but having a test bed (or less important system in a cluster) can be useful nonetheless to test theoretical knowledge picked up on the forums. Though, admittedly, things were not yet too difficult for me to actually need one in practice. For now, I guess, I will just... continue to make what claims I want until the update rolls around*. Strong change I won't be immediately able to check it out once downtime ends but first order of priority is seeing how messed up (or not) my ongoing refinery is once I can go back in. By then the hamsters should have been reawakened by the elder gods (whether through Paul summoning them or otherwise) too.

*Still getting rather tired of only making outposts then more starter outposts. Or whatever I'm after. There is at least one more location of interest I want, plus two optional ones. One optional is along my chain but just 4 stars + one gas giant at 260k ls so it's doubtful anybody will want it before I get around, the others require an additional outpost to reach. After I'm done with the current one... because I wanted an Earth-like world in my collection of systems and while the one I got isn't a great location and a fully procedural system, it is one nonetheless.
Feel free to try my systems:

Col 285 Sector YK-O d6-97 Personal Narrative

Scorpii Sector SE-Q b5-2 Tool Shed

Col 285 Sector UG-H b25-6 Aquarium

HIP 84497 Punk

Col 285 Sector YK-O d6-92 Brill

Col 285 Sector ZH-F b26-4 Marley

HIP 85548 Coriolis Under Construction/Big Twinkie

:)
 
Ag seems to be the final option in many cases.
Especially when you take the whole population growth part into account.
It's just an assumption, but probably population growth will be related to Standard of Living. In the existing game the agri planets are the ones that have many people. So far there was no possibility to build systems with a billion people. Even a million was highly unlikely (5 T3 spaceports? The thought alone makes my eyes bleed), and there are plenty of systems with over a million people in the bubble.
 
Feel free to try my systems:

Col 285 Sector YK-O d6-97 Personal Narrative

Scorpii Sector SE-Q b5-2 Tool Shed

Col 285 Sector UG-H b25-6 Aquarium

HIP 84497 Punk

Col 285 Sector YK-O d6-92 Brill

Col 285 Sector ZH-F b26-4 Marley

HIP 85548 Coriolis Under Construction/Big Twinkie

:)
Thanks, but I might have a few decent candidates myself. I feel a little bad leaving behind empty outpost systems in otherwise fine development locations (I tried picking stars where I could if it was "just" part of the chain to my intended location) anyway, and if they're ever eyed by Thargoids more stations just means more defense opportunities.

Or something. I try to view it from that angle rather than more targets for them. It's likely I'll also have to train my brain into not wanting to put Coriolis ports into every system, focus them on the more personally important locations, something with "just" outposts and/or planetary ones is perfectly fine too.
 
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