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

As for Standard of Living, you might also want to make a few agricultural settlements on other planets, as these significantly raise SoL. Agriculture doesn't interfere with the refinery production of construction materials.
For orbital slots, spamming Comms Installations (I think?) gives 3 Tech Level per installation without adding any economy. You can then use the T2 points to build refinery hubs on any landable planet, which will increase Tech+Development Level and give a weak link that boosts your refinery. You may want to build a Government Installation to offset the Standard of Living penalty from the refinery hubs.
Thank you both for your suggestions, I'll try them after I've completed the Coriolis, hopefully before Vanguards :D
 
I'm trying to build a system mainly as orbital refinery with a Coriolis, orbiting a Rocky body without any bio/geo signals. It's not the primary port, a Civilian Outpost was. Is there a way to increase the tech level of a system without negatively affecting its market? I'd like to avoid losing commodities, like in my previous system.
If you have another body with spare surface sites, the scientific surface ports give +5 tech level and won't create any weak links. They will only create strong links to any other stations on/around the same body. They're costly to build though, approx more than half a coriolis.
 
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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.
I just finished a second refinery hub and the refinery economy went up 1.2 .
 
I have a military outpost orbiting a sun. Its faction owner is corporate and the market is disabled for 4 weeks

Military (180%)
Agriculture (75%)
Refinery (10%)
High Tech (5%)

its listed as surface outpost for some reason
Had same problem with market at science outpost. But after builing Orbis, when Development rise above 25 and(or ?) wealth rise above 20, market at this outpost unlocks
 
Had same problem with market at science outpost. But after builing Orbis, when Development rise above 25 and(or ?) wealth rise above 20, market at this outpost unlocks
Im way over those numbers, I think its just the corporate minor faction bug
I guess I can try switching it in a war
 
Well, that might change my plan to build two colony surface outposts on a planet (as there can be some benefit to surface extraction base from a high metal content world). Mostly because that same HMC has terraforming from a biological which it might further spread around, but then again... it'll only be a weak link that shouldn't affect a facility supported by 2+ refinery hubs significantly.
 
Brand new primary port (Coriolis) just finished on the very edge of the newly colonized space. Population 9802 (seconds after building it). It's not spinning yet, obviously.
Economy: 1.4 refinery.
cori9olis.png
 
Brand new primary port (Coriolis) just finished on the very edge of the newly colonized space. Population 9802 (seconds after building it). It's not spinning yet, obviously.
Economy: 1.4 refinery.
Keep it up! I've just established a new system up at the speartip of the Core Bridge, building it as HT due to the lack of any such systems for 100LY. Got a community friend to join me in the same scheme just for Industrial.

Pru Euq HQ-E c25-9​

 
So I've discovered something annoying: if you build two non-colony outposts around the same body, the second one will create a strong link to the first (expected behaviour) but will also create a weak link to other stations in the system. This is not expected, up until this point outposts have never created weak links.
I can confirm that. Two adjacent Vulcans here. One has a pure industrial economy without any incoming weak links (great) but it emits a weak link everywhere. Quite important to know...
 
What happens if you build two adjacent outposts of colony type? What does the emitted weak link convey? If the planet has bios and geos, would that weak link convey the full intrinsic economy inherited from the body? Or just plain "colony economy"?
 
So I want to try understanding something (or figure it out if nobody knows yet). The patch notes for update 3 say -
Agriculture economy:
  • On or orbiting a planet that is tidally locked to its star
  • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
The primary use case I am trying to determine for the decrease is, if I want to have an agriculture port around a (terraformable, non-landable) high-metal content world, which appears to be tidally locked to its binary gas giant partner, but the gas giant is not tidally locked either to it or the star, is the agri link from a space farm in orbital slot 1 (Coriolis planned to be in 0) still going to be decreased? Similarly for a moon which is orbiting the gas giant that is not tidally locked.

If the answer is "You'll have to find out" then I might need to find a system which presents similar characteristics to do so, because the one I'm asking for is not one I'd like to experiment in or mess up.

Another question I would have is if binary pair planets act as one in terms of sending strong links or are separate from one another. That is something I could find out more easily as I have plans to build an industrial port on one of such a pair of moons, and industrial settlement(s) on the other, in an existing claim. And building preset economies is significantly less "dangerous" in the current state than ones which don't have those port options available.
 
I'm trying to build a system mainly as orbital refinery with a Coriolis, orbiting a Rocky body without any bio/geo signals. It's not the primary port, a Civilian Outpost was. Is there a way to increase the tech level of a system without negatively affecting its market? I'd like to avoid losing commodities, like in my previous system.
Depends on the economy you are after. Exploration Hubs need to be mentioned. They give a lot of tech level while adding tourism economy. That consumes a lot of agri and precious metals like gold or silver.

Rest has already been mentioned.
 
I've got a high-tech outpost which seems odd; it's above a HMC with geos (no bios), sharing orbit with a satellite and relay station. I would expect the high tech breakdown to be:
  • 1.0 intrinsic
  • 0.4 from the relay station, with a 0.4 boost from the geos

But instead of 1.8, the total is 2.2. I can't work out where the extra 0.4 is coming from, there are no other high tech link sources in the system and none of the other listed high tech boosts apply to this situation(*). I think either the relay station is mistakenly giving 0.8 base, or an erroneous boost is being applied.

(*) I did find a discrepancy between the in-game information and what was posted here on the forum; the in-game information includes "orbiting a water world" as an additional boost condition for high tech. THIS ALSO APPLIES TO AGRICULTURE which solves an earlier mystery. However in the case of agriculture, I suspect "orbiting a water world" is not stacking correctly with "orbiting a terraformable world".
 
I've got a high-tech outpost which seems odd; it's above a HMC with geos (no bios), sharing orbit with a satellite and relay station. I would expect the high tech breakdown to be:
  • 1.0 intrinsic
  • 0.4 from the relay station, with a 0.4 boost from the geos

But instead of 1.8, the total is 2.2. I can't work out where the extra 0.4 is coming from, there are no other high tech link sources in the system and none of the other listed high tech boosts apply to this situation(*). I think either the relay station is mistakenly giving 0.8 base, or an erroneous boost is being applied.

(*) I did find a discrepancy between the in-game information and what was posted here on the forum; the in-game information includes "orbiting a water world" as an additional boost condition for high tech. THIS ALSO APPLIES TO AGRICULTURE which solves an earlier mystery. However in the case of agriculture, I suspect "orbiting a water world" is not stacking correctly with "orbiting a terraformable world".
The boost is applied to the economy as well as the strong link. I have an HT outpost and a Industrial outpost that also gets .4 from the eco boost. Mine have shown that the outposts with inherent economy behave as a colony with these exceptions:

no eco derived from the planet.
while getting economy from links, only the inherent economy gets the economy boost applied (strong links do get the boost).
 
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