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

You'd need to build two stations at the same body. I don't know how weak links choose between orbital or planetary ports though.

So we know that if there are only orbital ports, they should go to the oldest, highest tier port.

But say you had a body and you built Two T1 ports in orbit and a T3 port (last) on the surface. I don't know if the weak links would go to the surface port or the oldest T1 still. But the strong link from the planetary port would go to Oldest T1..

Thank you for your thoughts. T3 is out of question. IF I build a surface T1 and an orbital T1 (each with inherent industrial economy), I would like the surface port to be the one that keeps its supply (because it has an L pad). I wonder if I could achieve this by building the surface port first? But I suspect it's not that simple. Would be great if someone could shed some light on this.


So you could build a civilian port first, and then an industrial outpost. But the weak links wont affect the industrial outpost anyway (unless they are industrial in nature..)
Are you certain about this? AFAIK, industrial and other "dedicated economy" outposts don't create weak links and don't take in planetary economy... but surely they get affected by weak links? Otherwise you could just place them in any system at will, offering industrial / high tech goods without having to worry about anything. I don't think it's that easy, but feel free to correct me!
 
Thank you for your thoughts. T3 is out of question. IF I build a surface T1 and an orbital T1 (each with inherent industrial economy), I would like the surface port to be the one that keeps its supply (because it has an L pad). I wonder if I could achieve this by building the surface port first? But I suspect it's not that simple. Would be great if someone could shed some light on this.
I think you would be ok, so if you build the orbital t1 first, the weak links should go there, then the planetary t1. It should keep it's supply, but it will also pass on the strong links to the orbital T1. But I could be mistaken there

Are you certain about this? AFAIK, industrial and other "dedicated economy" outposts don't create weak links and don't take in planetary economy... but surely they get affected by weak links? Otherwise you could just place them in any system at will, offering industrial / high tech goods without having to worry about anything. I don't think it's that easy, but feel free to correct me!
I'm not very certain of much. I do know the influences from the 'wrong' econs are NOT supposed to affect a "dedicated" economy. But I don't know if Fdev have coded the weak links to find the oldest highest tier "colony" econ station or not. So I don't know if the "dedicated economy" outpost will pick up the weak links but be unaffected by them, or just NOT pick them up. I'll know soon enough.

The dedicated outpost are THAT easy as you put it, you just get stuck with a medium pad... Which is no small thing if you want to load 60k of steel. Also they have a restrictive number of M pads too so you can't work around it with using a bunch of alt accounts or friends...
 
I observe that none of my orbital outposts emit weak links anywhere, neither those with a pre-defined economy nor those with an economy assigned by the respective body. However, I have a T1 planetary scientific outpost that seems to emit weak links... everywhere.

EDIT: ignore this post, it is wrong
 
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I observe that none of my orbital outposts emit weak links anywhere, neither those with a pre-defined economy nor those with an economy assigned by the respective body. However, I have a T1 planetary scientific outpost that seems to emit weak links... everywhere.
Was it a T1 planetary port or a T1 settlement?
 
So, a theory. If I have a refinery system that I do not want to taint, but I need lots T1 build points from planetary slots, then it could be a (costly in terms of time) idea to spam all the slots with T1 surface ports to boost population. No weak links... lots of population, you can balance the system stats by port type. You just have to balance security sooner or later. And you need lots of grease for your fleet carrier.
 
I'm trying to squeeze ports with as diverse a supply as possible into a single system. If I build 2 industrial outposts in the orbit of the same body, one of them will act as "bait" for weak links and the other one will offer full supply, correct? But what happens if I build, say, 1 orbital industrial outpost and 1 planetary T1 industrial outpost around/on the same body? What if I build 2 planetary ones? Does the "bait" principle still apply in these cases?
From what they've said:
- 2 orbital gives one as bait
- 2 planetary gives one as bait
- 1 planetary, 1 orbital gives both the weak links, and then the planetary passes them on to the orbital as a strong link.

@Ian Doncaster Hey sir, do we know which economy type probably wrecks agri the least? It HAS to be mixed with something, so I'm trying to figure out what, Tourism hits it pretty hard...
I was going to say Extraction on a technicality - it also exports Water, so it consumes one fewer Agri export than everythng else.
(Industrial, Military and Refinery are worse than the rest because there are specific Agri->them supply chains)
But either way your basic food and drink is going.


But then I realised what I should have figured out earlier ... Contraband doesn't have any imports, and it's an intrinsic economy so it doesn't get affected by the planet

So:
- start a fresh system with a bunch of landable planet space using the Criminal Outpost
- throw in enough agri settlements to get production to an acceptable level (with no consumption, one or two weak links might be enough!)
- don't add anything else which adds weak links (since you can't bait them in this plan)

Not tested, of course, but I think it should work well!
 
So, a theory. If I have a refinery system that I do not want to taint, but I need lots T1 build points from planetary slots, then it could be a (costly in terms of time) idea to spam all the slots with T1 surface ports to boost population. No weak links... lots of population, you can balance the system stats by port type. You just have to balance security sooner or later. And you need lots of grease for your fleet carrier.


Hmm probably, though I'd probably concentrate population in T3 orbital and planetary on the refinery planet itself.
 
I was going to say Extraction on a technicality - it also exports Water, so it consumes one fewer Agri export than everything else.
(Industrial, Military and Refinery are worse than the rest because there are specific Agri->them supply chains)
But either way your basic food and drink is going.


But then I realized what I should have figured out earlier ... Contraband doesn't have any imports, and it's an intrinsic economy so it doesn't get affected by the planet

So:
- start a fresh system with a bunch of landable planet space using the Criminal Outpost
- throw in enough agri settlements to get production to an acceptable level (with no consumption, one or two weak links might be enough!)
- don't add anything else which adds weak links (since you can't bait them in this plan)

Not tested, of course, but I think it should work well!
But it's an intrinsic economy so it wont be affected by weak links that bring in other economies will it?
 
Hmm probably, though I'd probably concentrate population in T3 orbital and planetary on the refinery planet itself.
Ok, I forgot the context. A big system with multiple 6-slot HMCs planned for refineries. Enough total slots to reach 4-5 T3 ground ports and another T3 orbital. I need >>30 refineries demanding for a lot of T1 build points. How to get those? Given there are 10-15 icy moons with 3 ground slots each (all averages), what to choose in order to saturate them and get enough T1 build points? Here, a costly overkill solution could be T1 ground ports, as long as they do not emit weak links. But that may change in the future, who knows.

Overkill. Space madness. But... who cares 🙃
 
Has anybody built a Surface Hub Civilian or a Surface Hub Outpost? Do they emit weak links? Do they provide a population boost? Do they inherit the economy from the planet? And finally, why do they have nearly identical stats? Something is still hidden here...
 
But then I realised what I should have figured out earlier ... Contraband doesn't have any imports, and it's an intrinsic economy so it doesn't get affected by the planet
I realised the exact same thing a few days ago but wasn't saying anything until I tested the theory. Currently have a pirate outpost in progress above a terraformable+tidally locked water world with two existing space farms. So it should end up with 2x0.4 agri economy, but if boosts vs. decreases isn't working as expected there's a chance it may end up with 2x0.8. Either way it will be interesting to see the exports.
 
Ok, I forgot the context. A big system with multiple 6-slot HMCs planned for refineries. Enough total slots to reach 4-5 T3 ground ports and another T3 orbital. I need >>30 refineries demanding for a lot of T1 build points. How to get those? Given there are 10-15 icy moons with 3 ground slots each (all averages), what to choose in order to saturate them and get enough T1 build points? Here, a costly overkill solution could be T1 ground ports, as long as they do not emit weak links. But that may change in the future, who knows.

Overkill. Space madness. But... who cares 🙃
The cheapest way to get T2 points is to build a bunch of Small-sized settlements. I'd go for Small Agriculture settlements as the weak links they produce don't interfere with the Refinery production, at least not with the current ruleset.
 
I have a military outpost that is selling Tritium, Copper, and other interesting stuff, so the specialized outposts act as any other port - they do receive influence from outside sources.
Ditto, I have a military T1 orbital outpost that is selling fruit and vegetables that it gets from a nearby space farm.
 
I noticed recently that EDAstro had added a new layer to their interactive galaxy map: "inhabited systems".
location.jpg

This is where I'm building a brand new system, the primary port is over a Rocky, no bio or geo, but small (only 2 ground slots).
I'm doing now a Coriolis, and planning on a ground port and a refinery hub.
Quite curios what the supply levels would be with only these 3 assets, if it could become a watering hole for going deeper into the black.
It's over 600LY to the closest Trailblazer Carrier, and almost 800LY from Sol.

There are some interesting systems in that part of the galaxy, including one with 63! Rocky bodies :)
 
Ok I give up, this all feels pointless... the weak links going to every port and affecting the market in intrinsic economies has wrecked the last tiny bit of hope I had to enjoy this.

I mean it will be so easy to accidentally wreck a pure high tech economy, we don't need insane amounts in that market but any hint of any other economy will wreck it.

Ok, I forgot the context. A big system with multiple 6-slot HMCs planned for refineries. Enough total slots to reach 4-5 T3 ground ports and another T3 orbital. I need >>30 refineries demanding for a lot of T1 build points. How to get those? Given there are 10-15 icy moons with 3 ground slots each (all averages), what to choose in order to saturate them and get enough T1 build points? Here, a costly overkill solution could be T1 ground ports, as long as they do not emit weak links. But that may change in the future, who knows.

Overkill. Space madness. But... who cares 🙃
I try hard to use the orbital T1s with no influence. But your system is going to have a big security issue with 30 odd refinery hubs... :(
 
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