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

No, there is no clever way.

You can, however, concentrate on Refinery, it is the most important.

But you need High Tech base Ports as well, because of Muon Imagers.

Focused stations are the way to go, and even when you want large supplies for T3 ports, outposts will be sufficient for non-refinery commodities. Yes, it will increase the time, but a Type-8 will take care of every type of economy supply in a few runs.
That's how I built my trailer parks.
 
The planetary port has 1.40 Industrial from the override and then... 4*0.40 refinery? Or 4*0.80 due to the pristine reserves. It strong-links to the Orbis and "passes along" its strong links.
Each refinery link would be 1.2. They're a tier 2 facility so they produce 0.8 base, with 0.4 bonus for a system with pristine reserves. AFAICT it stays 0.8 when passed on by a planetary port (and the same boost is applied).
I can't confirm (or deny) that a coriolis would pass on its planetary influence as 0.4 base. Being a tier 2 station there's a possibility it could pass it on as 0.8.
 
Last edited:
Each refinery link would be 1.2. They're a tier 2 facility so they produce 0.8 base, with 0.4 bonus for a system with pristine reserves. AFAICT it stays 0.8 when passed on by a planetary port (and the same boost is applied).
Ooh you may have saved me quite an effort. I was considering doing a comprehensive and kinda crazy test for that. I have a low-value system with a 6+2 slot planet, and was going to build the following:
A high tech small settlement (0.4 because T1)
A high tech medium settlement (0.4 because T1)
A high tech large settlement (0.8 because T2)
A high tech hub (0.8 because T2)
A Planetary Port - Outpost Scientific (0.8? because... T2?)
A Planetary Port - Port (1.40 Industrial from being on a pristine ice world, and then "passing along" all those links!)

With a scientific outpost in orbit to collect the links for analysis at each step. Maybe eventually a large pad in the other orbit, someday.
I still could run this just to confirm that "passing along" links works properly. The planet has no geologicals or other relevant traits, I think, so it should have the base values.

But if we're sure about most of those values already- and surely we are?? - then I'd rather not waste space on small and medium settlements. Would be a waste of economy influence and T3 points.
 
I'm not sure about the planetary scientific outpost, it's tier 1 (costs nothing to build) but I wouldn't expect it to pass on anything since it doesn't have any "system economy" listed. This is at least the case for the orbital industrial/scientific/military outposts, they create no links at all.
 
Anyone know why an asteroid port would get weak links at the locations marked but not at the belt location?
Would it be better with or without the weak links 3Hitec, 2 Mil, 2 Ag, 1 Refinery, 1 Ext.
why no link.jpg
 
I'm not sure about the planetary scientific outpost, it's tier 1 (costs nothing to build) but I wouldn't expect it to pass on anything since it doesn't have any "system economy" listed. This is at least the case for the orbital industrial/scientific/military outposts, they create no links at all.
Oh actually orbital scientific outposts do form links, base of 0.4 like a tier 1. Colony-economy Commercial outposts do so with each economy they pick up from their body's override.

I was building scientific outposts rather excessively to get more data on markets and links. They're much more expensive than a relay station and don't unlock security stations, but do give links like a relay station (high tech). Pirate stations similarly link their "Service" economy around like a T1.

Regarding T2 Installations always giving 0.8, I think I was thrown off by building a Medical Installation and getting 1.2. Someone had written like link-boosts are multipliers, so I got the feeling that station had a base of 0.6. But it was 0.8+0.4, I'm pretty certain now.
 
Last edited:
Does anybody know if Ag boosts stack? Can you get a double boost from Biological + Terraformable? Also, has anybody seen if boosts can cancel de-boosts?
 
Does anybody know if Ag boosts stack? Can you get a double boost from Biological + Terraformable? Also, has anybody seen if boosts can cancel de-boosts?
They can absolutely cancel yeah, I've got a tide-locked water world where an Ag boost (from a t1 outpost, commercial) is 0.4. Something is canceling the tide-locked penalty, probably the atmosphere but MAYBE the water geysers. (The override is also 1.00 Agriculture 1.40 tourism when I suspect tide-locked worlds usually have lower agriculture overrides).

Boosts do also seem to stack but I can't personally verify that yet. Boosts appear to be additions of 0.4, like a T2 Medical station with one boost gave 1.2 High Tech instead of 0.8.
 
They can absolutely cancel yeah, I've got a tide-locked water world where an Ag boost (from a t1 outpost, commercial) is 0.4. Something is canceling the tide-locked penalty, probably the atmosphere but MAYBE the water geysers. (The override is also 1.00 Agriculture 1.40 tourism when I suspect tide-locked worlds usually have lower agriculture overrides).
I think it would have to be terraformable? It's the only ag boost condition that can fit a water world, since they're not earth-likes and aren't landable so can't have biologicals.
 
I think it would have to be terraformable? It's the only boost condition that can fit a water world, since they're not earth-likes and aren't landable so can't have biologicals.
Someone else suggested that too but it's definitely not terraformable! I checked in EDSM and even DSS'd it myself, it's not a candidate. Maybe due to the tide-locking.

I was wondering if the mention of "water based life" counted but I'm pretty sure that doesn't do anything. For one thing it should have boosted tourism further, there's only one tourism boost and that's the geologicals.

But people have been mentioning atmosphere boosting agriculture, and this has atmosphere. So surely it's that?
I could also see water geysers potentially boosting agriculture, but the atmosphere already explains it without proposing different boosts from different geological types.
 
My best guess is since planetary overrides are also getting boosts as if they are a strong link, maybe tidal lock and terraformable quality for a water world simply cancel each other out.

I wouldn't be able to say anything else, with the documentation we received in mind.
 
The patch notes didn't mention any boosts from atmosphere, but several people here have suggested that it boosts agriculture and that would explain the situation. If they're mistaken then maybe it's the water geysers. It's definitely not being terraformable, though, because it isn't.

1747054791112.png

Edit: Hm or if they were mistaken about atmosphere, maybe orbiting a water world provides an agriculture boost. That would be an even more specific mistake in the patch notes, but it would also make natural sense and cancel out the tide-locking. It would also be easy for people to miss since water worlds are pretty unusual.
 
Last edited:
Oh huh yeah good point, the Tourism boost from the second outpost is "only" 0.80. It should be boosted twice, from orbiting a water world with geologicals, for 1.20.
I don't know how to account for that.

I'm generally suspicious of the strong links from overriden Colony economies, but I have no idea how the planet I shared is making a Commercial Outpost that passes along 0.80 Tourism and 0.40 Agriculture. maybe it's just broken yeah.

And if I find a non-icy non-tidelocked world with atmosphere and two slots, perhaps I'll build a space farm and an outpost just to confirm or deny the atmosphere effect people reported.
 
Maybe my model was wrong. Maybe it's not "A Colony station generates a link for every economy from its override, regardless of their values, as T1 links for 0.4, which are then subject to modifiers as normal".

Maybe it's "A Colony station passes along each override factor as a t1 link for 0.4, unmodified".
My Commercial outposts both started with 1.00 Agriculture and 1.40 Tourism. That would mean 1 Agriculture override factor (Water World) and 2 Tourism override factors (Water World, Geologicals).
Then the secondary outpost passed along 1 agr 2 tourism factors for +0.40 Agriculture, 0.80 Tourism on the primary. Unmodified.

This model wouldn't care whether atmosphere boosts agricultural links or not, as these links wouldn't be subject to it. It also doesn't care that the world is tide locked, it doesn't subtract a link.
Caveat: The "two tourism factors" are still displayed as 1 tourism strong link... but the link display is pretty consolidated already, conflating t1 and t2 links.
1747058240364.png

(The high tech is a medical station I build later, which provides 0.80+0.40 for being above geologicals and nothing else, no boost from the mention of life, which is why I abandoned the theory that the life counted like biologicals)
 
It's possible the decreases just don't work at all, at least for agriculture since it's not like there's much data to suggest otherwise for the other economies given practically every uninhabited system has pristine reserves.

The boost for the high tech bothers me though, i am not willing to concede that a non-landable body can have either biologicals or geologicals when those are specific features of landables.
 
It's possible the decreases just don't work at all, at least for agriculture since it's not like there's much data to suggest otherwise for the other economies given practically every uninhabited system has pristine reserves.

The boost for the high tech bothers me though, i am not willing to concede that a non-landable body can have either biologicals or geologicals when those are specific features of landables.
I agree with you about biologicals! My idea that the mention of life counted for anything was always a huge stretch.

Volcanism is more than a mention in the description text though, it's a category like in that screenshot. It's on par with tidal-locking for details which could reasonably matter. Spansh highlights it too, like terraformable, even for non-landables.
 
Volcanism is more than a mention in the description text though, it's a category like in that screenshot. It's on par with tidal-locking for details which could reasonably matter. Spansh highlights it too, like terraformable, even for non-landables.
True but volcanism is separate from geologicals; it's only mentioned with regards to extraction economy boosts. It can be applied to non-landables while geologicals cannot.
 
Fruit and Veg is going to be the trickiest: the best option is probably:
- find a HMC without volcanism/biological that isn't tidally locked. That means you're only fighting a single Extraction economy for production, and Agri strong links don't get a penalty.
- it also needs to be landable and have a lot of surface slots
- and probably shouldn't be in either your refinery system or your industrial/high-tech/surface extraction "safety" system because this will generate a bunch of weak links and doesn't want any incoming ones either
- T1 colony surface port, then as many Agri settlements as will fit.
...then you need to hope you get lucky. A 2:1 ratio of Agri to everything else should often be enough to get fruit and veg supply, but with bad luck you might need to go to 4:1

Spanshed/scouted nearby systems. Do you think a NON-tidally locked HMC without volcanism/bio and 3 surface slots + 2 orbital slots could do? Speaking of orbital slots - may I ask why you suggest a colony surface port? Would an orbital colony outpost not be preferable?
Am I correct in assuming that large agri settlements are the way to got on the planet and T1 space farms for available orbital slots?


Edit: Also there's a water world with 3 slots (candidate for terraforming) that would actually be available for the alternative route you mentioned.
Edit 2: Found an HMC that fits all criteria with 5 ground and 2 orbital slots, just a little further away. I wonder if this would be the safest bet.
 
Last edited:
Back
Top Bottom