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

This is interesting. I was able to completely suppress the extraction economy of a HME body. However, this looks like a bug to me.

It is a 6+3 HME body without volcanism, without biologicals, but tidally locked. The port is a T3 ground port "Fruit of Countless Toils". Before, the body already had this port, three T2 agricultural settlements, and three agricultural installations. With the recent update the market was mixed, a complete mess, but with a shipyard with 33 ships. No grain, lots of steel and titan (weak links to distant refineries), and some minerals. Stuff.

Now, I added a fourth T2 agricultural settlement (one open slot left on the body now). The economy switched to now 1.2 agricultural without any additional economies. 260kT grain and 30kT natural fibers for sale. In the architect view, this T3 ground port shows four strong links to the T2 agricultural settlements, but no weak links to the three orbital agricultural settlements. No weak links at all...

The shipyard went from 33 ships (all but the alliance ships) to nonexistent.

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EDIT: fixed pics
 
This is interesting. I was able to completely suppress the extraction economy of a HME body. However, this looks like a bug to me.

It is a 6+3 HME body without volcanism, without biologicals, but tidally locked. The port is a T3 ground port "Fruit of Countless Toils". Before, the body already had this port, three T2 agricultural settlements, and three agricultural installations. With the recent update the market was mixed, a complete mess, but with a shipyard with 33 ships. No grain, lots of steel and titan (weak links to distant refineries), and some minerals. Stuff.

Now, I added a fourth T2 agricultural settlement (one open slot left on the body now). The economy switched to now 1.2 agricultural without any additional economies. 260kT grain and 30kT natural fibers for sale. In the architect view, this T3 ground port shows four strong links to the T2 agricultural settlements, but no weak links to the three orbital agricultural settlements. No weak links at all...

The shipyard went from 33 ships (all but the alliance ships) to nonexistent.



EDIT: fixed pics
I also installed another oil refinery, and the industrial influence from the planet disappeared, and the weak economic influence from military and scientific installations also disappeared.
 
So far this update has been very hit or miss in my systems. In the first system the various outposts picked up weak links as expected. The scientific outpost I previously mentions as possibly being bugged is still in the same state - deployed and has UC but no market. With this new update I've discovered it also isn't providing weak or strong links to anything else. Best I can tell from the docking journal it doesn't pick up the planet influence but I don't recall if that only affects colony outposts or ones with a dedicated market too, like scientific. I'll wait until tomorrow and the weekly tick to see if things change with any of this.

Of note the primary influence (from station type or star) is 1.05 and the weak links provided 0.05 each as others have observed.

In a second system there are only two outposts - military as a primary and colony around the star. I only stopped at the colony around the star and it still had a military economy from back when the planetary influence bug was happening but that was it. The other outpost in the system provides no strong or weak influence and vice versa, so isolated and same as before the update. The proportion was a straight 1.0 but like I mentioned it seems like this system was perhaps completely missed in the update so that might explain the whole number proportion.

Ultimately I'm not upset as it's a game and still fun to play around with but I am a little disappointed. I would've hoped with such a long maintenance window and the statement that everything would be reevaluated things would be mostly okay. Missing 3 of my constructions (out of roughly 11 I've built total) seems a high failure rate. Makes it kind of hard to get excited to built more stuff and see how other things work with the new rules though I'm sure I will do that in a few days or so, perhaps a week of break.
 
This is interesting. I was able to completely suppress the extraction economy of a HME body. However, this looks like a bug to me.

It is a 6+3 HME body without volcanism, without biologicals, but tidally locked. The port is a T3 ground port "Fruit of Countless Toils". Before, the body already had this port, three T2 agricultural settlements, and three agricultural installations. With the recent update the market was mixed, a complete mess, but with a shipyard with 33 ships. No grain, lots of steel and titan (weak links to distant refineries), and some minerals. Stuff.

Now, I added a fourth T2 agricultural settlement (one open slot left on the body now). The economy switched to now 1.2 agricultural without any additional economies. 260kT grain and 30kT natural fibers for sale. In the architect view, this T3 ground port shows four strong links to the T2 agricultural settlements, but no weak links to the three orbital agricultural settlements. No weak links at all...

The shipyard went from 33 ships (all but the alliance ships) to nonexistent.



EDIT: fixed pics

I wonder if it is the correct behaviour, for instance before this update people with enough refinery hubs said they could completely remove the Colony part of the Refinery/Colony economy of station.

In my case with 2 Hubs, my station was still Refinery/Colony economy and after the update today, it is Refinery/Industrial/Agricultural/Extraction/High Tech/Service.
It is showing the Strong link Refinery and then all the rest is weak links (I was building a specialized economy per body). Maybe someone with more refinery Hubs would have the strong economy to push the weak links outside of a minimum threshold and so the station would be 100% of that economy?

So in your case, maybe your station was Agricultural/Colony before and then got the other weak links to replace the Colony part. But later after more Agricultural settlement it removed the colony part and therefore is now ignoring the other weak links? That would be the way to get rid of multiple economies?
 
The saving grace with ice planets is that it's quite common to find ones with bio signals and that in itself gives quite strong agri economy--even when the Industrial part eats up some of the stuff.

That's what I was hoping for. Will check on my ice planet with biosignals later and see what happened to the medium agri settlement.
 
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So interesting data point. My Primary Port Coriolis Station in orbit of a Gas Giant never took any influence from the two HiTech Installations also in orbit of the same Gas Giant back before the patch. I was hoping that the patch would fix the issue. While it is no longer a Colony economy, the two HiTech Installations only show up as Weak Links and so HiTech is a tertiary economy with Industrial and Extraction exerting the most influence.

So it seems like whatever bug was causing the original problem is still affecting the station and those installations. I also still have the two extra cloned construction slots that appeared back during construction of the installations and seem to have something to do with the bugged influence.
Screenshots below (not the third HiTech Weak Link is from a settlement on the moon of a different Gas Giant and thus accurately shown as a Weak Link).

1746059614397.png

"StationEconomy":"$economy_Extraction;", "StationEconomy_Localised":"Extraction", "StationEconomies":[ { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":1.450000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":1.450000 }, { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.050000 } ],
 
so kinda looking for advice but kinda got lazy reading the entire thread
I want a t3 refinery on my sytem but all but one of my rocky worlds are orbiting a gas giant. The other one close to a star has no surface slots, with atmosphere and volcanism. Should I build there instead or am I forced to go with one of the jovian moons
 
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Old dog barks at update:

All these interactions are hard to track. Building a single outpost per system, by the appropriate object, seems to be the only sure method of getting the desired economy.

Additionally, we seem to have been excommunicated from UC and shipyards until the proper sacrifices have been made on the proper altars.
 
Another useful colonization tool:

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Latest update has fleet carrier and starship cargo tracking. VR friendly 👍

 
So I didn’t see it said anywhere in the thread yet [since update], but it looks like the big population boost of ELW, water world and the like occurs only if there is a station directly above them. EG my claim with an ELW where the game put the primary outpost above a non-landable (non-terraformable) high metal content has some 22/23k population. Have plans to put a civilian outpost above the Earth-like but might not get to that immediately, given other projects.

(One of those might yield info on what a non-terraformable water world provides as population)
 
so kinda looking for advice but kinda got lazy reading the entire thread
I want a t3 refinery on my sytem but all but one of my rocky worlds are orbiting a gas giant. The other one close to a star has no surface slots, with atmosphere and volcanism. Should I build there instead or am I forced to go with one of the jovian moons
Volcanism should be irrelevant. Atmosphere should be irrelevant.
Read the Patch Notes and do a checklist for every possible site. Make sure you get no industry or high tech economy overrides. Then make sure you have room for a few Refineries + a settlement/port/orbital installation of some kind. Then go ahead as you see fit.
 
So interesting data point. My Primary Port Coriolis Station in orbit of a Gas Giant never took any influence from the two HiTech Installations also in orbit of the same Gas Giant back before the patch. I was hoping that the patch would fix the issue. While it is no longer a Colony economy, the two HiTech Installations only show up as Weak Links and so HiTech is a tertiary economy with Industrial and Extraction exerting the most influence.

So it seems like whatever bug was causing the original problem is still affecting the station and those installations. I also still have the two extra cloned construction slots that appeared back during construction of the installations and seem to have something to do with the bugged influence.
Screenshots below (not the third HiTech Weak Link is from a settlement on the moon of a different Gas Giant and thus accurately shown as a Weak Link).


I sincerely doubt that you would get 1.15 HiTech economy only from weak links.
Most likely it is the usual visual bug, but in reality you do have the strong links with those facilities.
The problem is that the planetary influence is way to strong, you need to build at least one, if not 2 more HiTech installations in those empty slots to overcome it.
 
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So interesting data point. My Primary Port Coriolis Station in orbit of a Gas Giant never took any influence from the two HiTech Installations also in orbit of the same Gas Giant back before the patch. I was hoping that the patch would fix the issue. While it is no longer a Colony economy, the two HiTech Installations only show up as Weak Links and so HiTech is a tertiary economy with Industrial and Extraction exerting the most influence.

So it seems like whatever bug was causing the original problem is still affecting the station and those installations. I also still have the two extra cloned construction slots that appeared back during construction of the installations and seem to have something to do with the bugged influence.
Screenshots below (not the third HiTech Weak Link is from a settlement on the moon of a different Gas Giant and thus accurately shown as a Weak Link).

I think this is related to the bug where extra slots would spawn under a ringed body.
I had this happen when I built an asteroid base,an extra slot spawned. I build a mining outpost below it but it never connected. I believe a slot also spawned under one of my gas giants when I placed an orbis build (never completed it since Im solo).
 
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