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

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.
Added a Tier 1 Ground Port (clotho).
Economy: 1.4 refinery (no surprises).
The Coriolis economy changed - now it's 2.2 refinery.
Now building a refinery hub (last slot).
 
Refinery hub done.
The civilian Ground Port: 2.6 Refinery economy (1.2 increase).
The Coriolis: 3.4 Refinery economy (1.2 increase as well) :)

So, yes, with a small rocky world (2 slots) and only one refinery hub, I do have a fully functioning (ground and space) refinery economy.
The population is still low, supply levels are not great yet - only 10k Steel, 40k Aluminium, 379 Insulating membranes, etc.
That is because everything was built only this week.
After the weekly tick, I expect a serious increase.
 
Thanks again for the insight. I am planning to have a full refinery economy on a Coriolis in orbit in that twin moon system.

Since the moon on the right has volcanism, I will avoid it as I don't want the extraction/industrial influence to impact on the metals supply. I already have the starting outpost (commercial) orbiting a similar rocky moon with geologicals which results in Extraction (180%) Industrial (140%) Refinery (140%) with no other installations in the system, and little metals supply.

Since that leaves me with only one surface slot to play with, I was wondering whether it would be more beneficial to put a Refinery Hub or a T2 civilian port on the surface to boost the supply of the Coriolis. I'd think the surface port would help more with the population boost, since the economy should be full refinery (rocky body and pristine reserves). Would that work?

If we don't know yet the answer I will go with the T2 port and report back, although it will take some time since I still need to even start the Coriolis itself :D
Experiment -almost- complete :)

I've completed the Coriolis and a Civilian Port (Lachesis) on the moon. No other economy influencing structures in the system (yet)
  • Coriolis has full Refinery economy (220% Refinery, boosted after the completion of the surface port)
  • Surface port has also full Refinery economy (140% refinery)
Population also low and this is all pre-weekly tick so will check again if it activates tomorrow.

Now, the question is how to improve the security of the system without ruining the full refinery economy. In other systems I put relay / security stations. Not too keen on spamming government installations / comms stations but I don't see another way ...
 
Daily, or every time you build something new you could see a hike in the pop. lvl.
But it's true, the FDev said the increase is weekly (I don't know why they said it):
Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
 
Now, the question is how to improve the security of the system without ruining the full refinery economy. In other systems I put relay / security stations. Not too keen on spamming government installations / comms stations but I don't see another way ...
Relay/security is imho the best way.
Offers most bang for the buck, and you only need one relay station and the just add security station whenever you need it.

It only gives 0.05 military weak link which isnt an issue as far as i know.
 
It only gives 0.05 military weak link which isnt an issue as far as i know.
One weak link per 1.0 of base refinery economy risks switching Insulating Membrane and Nerve Agents from export to import, though you'd probably get away with just having reduced supply most of the time.

At two weak links per 1.0 refinery you should expect to lose production.
 
How exactly do you spawn passanger missions in colonized systems? Is it tied to Tourism economy?
Don't think so. All my systems offer VIP missions.
I've got a system with a strong tourism station and it only offers VIP missions, the same as all the rest. If group passenger missions are offered in colonies they must take a long time to go active, regardless of how many neighbouring systems are colonized.
 
Don't think so. All my systems offer VIP missions.
I've got a system with a strong tourism station and it only offers VIP missions, the same as all the rest. If group passenger missions are offered in colonies they must take a long time to go active, regardless of how many neighbouring systems are colonized.
Do you happen to know how long it took for VIP missions to be generated? I've been working on this system for 2 weeks and its grown quite a lot, pop is almost at 100mil but no VIP or group missions were generated. It's why I thought I needed Tourism to generate them.
 
Tourism economy will generate long-range passenger (and data courier) missions to Colonia.

Other economies should generate shorter-range passenger missions - checking, mine has plenty of both. What might matter, of course, is what and where your neighbours are. If you're out in the middle of nowhere then you might only have outposts nearby (which don't tend to be picked as mission destinations) and no nearby tourist beacons, limiting the choice to "famous explorer" missions.
 
I'm somewhat in the middle of nowhere. In the sense that yes there are a lot of outposts around but there's also a handful of Coriolis and a few Orbis built in nearby systems (ranging from 20Ly upwards to 500). Not sure if planetary outposts also matter for these missions but there's quite a lot of those around too.

I believe I'm around 500Ly from a tourist beacon but I might be remembering that wrong.
 
One weak link per 1.0 of base refinery economy risks switching Insulating Membrane and Nerve Agents from export to import, though you'd probably get away with just having reduced supply most of the time.

At two weak links per 1.0 refinery you should expect to lose production.
Yeah - that's exactly what I want to avoid. I'm planning to use this system as a construction materials hub for my fleet carrier. To be honest I haven't seen any major drawbacks yet from the low security status (other than the security bars of the factions being really easy to manipulate in either direction)
 
Yeah - that's exactly what I want to avoid. I'm planning to use this system as a construction materials hub for my fleet carrier. To be honest I haven't seen any major drawbacks yet from the low security status (other than the security bars of the factions being really easy to manipulate in either direction)
Well right now the only way to raise security in non-economy affecting ways is with A, military outposts (providing it remains they do not send economy links out - if you want to be extra sure in case of future changes, avoid them), or B, comms and government installations. But if you don't care about the security rating which mostly affects security presence and response times (plus the sliders... but unless someone is feeling trolly in your local area the chances of a lockdown occurring in a colony are low), just keeping it at 0/non-negative should be sufficient to avoid issues.

And for that, those installation types are usually sufficient.
 
In my brand new refinery system, my security is -4 (chevrons).
I'm loading there all the time fleet carriers full of commodities for further expanding.
No side-effects whatsoever that I could see from this system being only "Low Security".
Hundreds, if not thousands of trips already, and I haven't been interdicted once.
I really don't see why should I invest in improving the security level.
 
Hundreds, if not thousands of trips already, and I haven't been interdicted once.
If you're loading a fleet carrier from an adjacent station then there's definitely no time for an NPC to get into position to interdict.

Ultra-low security does risk your system getting stuck in Lockdown but there aren't many actions which cause negative security state movement and if you're the only player in the system you're unlikely to do any of them accidentally.
 
That's right, the white bar for security is quite small.
But, a higher population would make it harder to change the security level, no?
It's been only a few days since I colonized this system, and I'm already at over 333k population, and it's still increasing every day.
Plus, I'm building a second Coriolis, over a atmo rocky with bio signals. There are already 3 slots on the ground with agri settlements and one space farm next to it.
I'm hoping, fingers crossed, that I will get water - maybe even fruit & veg.
 
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