Seen 7, never 8 (yet)
Added a Tier 1 Ground Port (clotho).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.
Experiment -almost- completeThanks 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![]()
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.
Relay/security is imho the best way.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 ...
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.It only gives 0.05 military weak link which isnt an issue as far as i know.
Don't think so. All my systems offer VIP missions.How exactly do you spawn passanger missions in colonized systems? Is it tied to Tourism economy?
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.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.
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)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.
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.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)
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.Hundreds, if not thousands of trips already, and I haven't been interdicted once.