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

I'm asking because first time when they released (by mistake) planetary influence, some of the CG had only HighTech influence.
I thought maybe it's the same now.
 
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.
Pure high-tech you can get as an intrinsic effect, so you just need a two-slot world, and build two high-tech outposts above it. One of them catches the weak links, the other one works.

(Or do the same with 2 surface slots)
 
I'm currently constructing a colony-economy T1 orbital outpost in a system where I have one T1 orbital science outpost, and a T1 surface industry outpost (each on/around different worlds), to see if this receives the weak links. None of the T1s with preset economy 'see' each other thus far.

EDIT: The outpost was actually finished yesterday but not deployed enough to have a market, so I'll check later today if it receives any influence from weak links.
 
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We have a system with two outposts around it, but the second is bugged, the market never came online... :(

I'll see where the links are going but, wont the weak links go to the same outpost (if they are the same level) as the strong links?
 
I'll see where the links are going but, wont the weak links go to the same outpost (if they are the same level) as the strong links?
Yes - so this is only useful for economies where you can either have a station which comes with it by default, or get a single-type economy solely from the planet itself.
(Still, that covers most of them one way or another)
 
Ok, so the idea would be to build a intrinstic as the second outpost, it would get the body influence but no links then?

But that obviously can't work for refineries or agriculture.

I'm not sure how the contraband outpost would work though? Does it pick up influences from links but is a blank slate for imports?

Anyway I'll figure it out after working some!
 
Ok, so the idea would be to build a intrinstic as the second outpost, it would get the body influence but no links then?

But that obviously can't work for refineries or agriculture.

I'm not sure how the contraband outpost would work though? Does it pick up influences from links but is a blank slate for imports?

Anyway I'll figure it out after working some!
I have 2 commercial outposts build over a rocky world.
The second one gets no links (strong or weak) only the planetary influence + pristine bonus, so pure 1.4 refinery.
This is how I produce my Insulating Membranes.
 
Ok, so the idea would be to build a intrinstic as the second outpost, it would get the body influence but no links then?

But that obviously can't work for refineries or agriculture.
The intrinsic doesn't get the body influence either, so that gets you HT, Ind, Mil (or more expensively, Ext) without having to care about either body type or weak links

A colony type gets the body influence but can be shielded from weak links, so with the right body type that can get you Ext, Ref, Ind or Mil

Agri we're going the other way on, yes, if that works:
- Contraband outpost doesn't import anything, but doesn't pick up planetary influence either
- so we can attach some Agri strong or weak links to it and get it to also produce Agri goods (at the cost of potentially losing its production of things Agri imports, but those we can generally get elsewhere anyway)
- the catch here is that this means we can't shield it from any other weak links, so it either needs its own small system or some very careful planning so that the only weak links existing in the system are Agri and everything else we need is shielded from them
 
The intrinsic doesn't get the body influence either, so that gets you HT, Ind, Mil (or more expensively, Ext) without having to care about either body type or weak links

A colony type gets the body influence but can be shielded from weak links, so with the right body type that can get you Ext, Ref, Ind or Mil

Agri we're going the other way on, yes, if that works:
- Contraband outpost doesn't import anything, but doesn't pick up planetary influence either
- so we can attach some Agri strong or weak links to it and get it to also produce Agri goods (at the cost of potentially losing its production of things Agri imports, but those we can generally get elsewhere anyway)
- the catch here is that this means we can't shield it from any other weak links, so it either needs its own small system or some very careful planning so that the only weak links existing in the system are Agri and everything else we need is shielded from them
The only real issue in a small system will be the security I guess it can be patched up with comm stations and government installations safely.
 
I noticed recently that EDAstro had added a new layer to their interactive galaxy map: "inhabited systems".
Well we’re doing a good job of turning the Bubble into some eldritch monstrosity.

… and Mechan said that apparently Frontier have some kind of plan for the mixed economies (he mentioned it being brought up in their discord if memory serves), but I’m wary about what their idea to fix it would be. Considering this giant mess of weak links - although they are a lesser issue - and oppressive planetary influences that eat each other’s exports (with exception of “neutral” rocky and metal rich/HMC worlds), I’d say there’s reason to be.
 
How long does it take to dismantle the "Orbital Construction Site" (i.e. for it to disappear from the system) after completing an Orbis?

Does the time vary for other types of stations?
 
This looks odd to me; I would have expected refinery to be 500.
  • 100 from the body with a +40 boost for having pristine reserves in the system (140 total)
  • 3x 80 for each hub, again with a +40 boost for each of them (3x 120 = 360).

Instead it seems to have done this, to end up with 420:
  • 100 from the body with a +40 boost (140 total)
  • 3x 80 from each hub combined together for 240, with a single +40 boost (280 total).
It seems somebody else already figured this out quite a while ago: https://issues.frontierstore.net/issue-detail/75342

TL;DR: if you have multiple strong links from facilities of the same economy type, a boost will only be applied once rather than for each link. In particular this can make stacking refineries significantly less effective than they might seem when planning.
 
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