You're saying it was somehow 260% agricultural just with the coriolis by itself?
Agri settlements do increase Standard of Living, so maybe the rise in that moves the beer consumption levels higher, to the extent that it outweighs on that station the effect of the extra Agri economy?Another interesting thing: Beer demand increased when building those. Not sure how this is supposed to work, but agri is supposed to produce Beer, not consume it.
That would be expected even if the planet type was not directly relevant I think since Beer is a weakly-produced commodity which can be lost to a lot of hybrid configurations (but equally, has a wide enough range of possible supply levels that "getting lucky" will allow it to exist with slightly <50% Agri proportions), single-type Agri economies are unusual, and Water Worlds of the planets which give Agri have much less interference than ELWs.so far mostly found Beer to come from stations around Water Worlds
I have an Industrial outpost on a rocky moon with 4 Bios.So i was trying to build a Brewery with a friend
C | |||
---|---|---|---|
Fruit and Vegetables | 182 | 136410 | 483 |
Water Purifiers | 160 | 95042 | 447 |
Crop Harvesters | 1762 | 74722 | 2211 |
Hydrogen Fuel | 84 | 66867 | 119 |
Food Cartridges | 37 | 61312 | 252 |
Grain | 123 | 50916 | 387 |
Mineral Extractors | 399 | 38285 | 791 |
Beer | 138 | 35889 | 350 |
Building Fabricators | 1697 | 32574 | 2224 |
Mineral Oil | 87 | 27408 | 416 |
Atmospheric Processors | 289 | 20948 | 536 |
Wine | 166 | 19535 | 417 |
Scrap | 70 | 16265 | 276 |
Tobacco | 3990 | 13877 | 4943 |
Domestic Appliances | 412 | 8181 | 719 |
HN Shock Mount | 1367 | 7666 | 1828 |
Basic Medicines | 171 | 6611 | 489 |
Onionhead Gamma Strain | 2470 | 4104 | 4286 |
Resonating Separators | 4923 | 3355 | 5692 |
Coffee | 980 | 3222 | 1425 |
Explosives | 171 | 1642 | 483 |
Surface Stabilisers | 361 | 1185 | 668 |
Skimmer Components | 680 | 836 | 1082 |
Military Grade Fabrics | 570 | 828 | 899 |
Geological Equipment | 1367 | 772 | 1830 |
Liquor | 500 | 476 | 774 |
Survival Equipment | 448 | 407 | 666 |
Thermal Cooling Units | 3195 | 379 | 3700 |
Battle Weapons | 5873 | 163 | 7137 |
Bioreducing Lichen | 815 | 110 | 1178 |
Medical Diagnostic Equipment | 2445 | 43 | 2944 |
Structural Regulators | 1520 | 27 | 1909 |
Evacuation Shelter | 264 | 26 | 500 |
So far i have not seen beer anywhere in the colonies - at least around my area - except as a random commodity on settlements or from ports around WWs.That would be expected even if the planet type was not directly relevant I think since Beer is a weakly-produced commodity which can be lost to a lot of hybrid configurations (but equally, has a wide enough range of possible supply levels that "getting lucky" will allow it to exist with slightly <50% Agri proportions), single-type Agri economies are unusual, and Water Worlds of the planets which give Agri have much less interference than ELWs.
No, there were already two agri settlements there.You're saying it was somehow 260% agricultural just with the coriolis by itself?
...and what tiers are those?No, there were already two agri settlements there.
How does 'shielding' from links work?Agri settlements do increase Standard of Living, so maybe the rise in that moves the beer consumption levels higher, to the extent that it outweighs on that station the effect of the extra Agri economy?
I've built myself a T1 which is now shielded from all incoming links by a T2, so I should be able to use that to test market effects in isolation a bit better, so I might be able to do a bit of limited testing in this area now.
That would be expected even if the planet type was not directly relevant I think since Beer is a weakly-produced commodity which can be lost to a lot of hybrid configurations (but equally, has a wide enough range of possible supply levels that "getting lucky" will allow it to exist with slightly <50% Agri proportions), single-type Agri economies are unusual, and Water Worlds of the planets which give Agri have much less interference than ELWs.
Judging from what little info has been posted my theory is that links can't be reduced below 0.1.I have a hypothetical maybe someone has actually constructed. Say you have an icy moon with no other factors. The economy given to an outpost is 1.4 Industrial (.4 pristine bonus). Has anyone tried to build a T1 ag facility on one of these? The net would be zero, I believe, with the icy decrease in the strong link. Does this really cancel it completely out, or do you get a 'consolation eco' of a little bit. If it cancels out, does the journal acknowledge its existence by saying Agriculture Influence: 0.0? I realize we wouldn't purposely do that with what we know now, but has anybody done something like this?
Where my other consumables are high, liquor is also low. At least you got your beer and just about everything else in good numbers!There's also 2 refinery weak links so it produces all the orbital refinery products except insulating membranes. Liquor supply is a bit low, but that may just be a symptom of the civil unrest?
I have (or at least I had, I have to check again) beer and wine at my Coriolis built over a rocky with bio signals. One space farm next to it, 2 medium and 1 large agri settlement on the surface.So far i have not seen beer anywhere in the colonies - at least around my area - except as a random commodity on settlements or from ports around WWs.
EDIT: Cmdr remo_d's is the first one.
EDIT2: I found a few service economy outposts that sell beer. Probably the criminal outpost.
Links only attach to the most important port in any location (body+orbit / body+surface are different locations for this purpose). So if you build two ports in the same location, the less important one doesn't receive any strong or weak links.How does 'shielding' from links work?
It looks like the civil unrest isn't helping, but Liquor also does just have low baseline supply levels relative to the others.There's also 2 refinery weak links so it produces all the orbital refinery products except insulating membranes. Liquor supply is a bit low, but that may just be a symptom of the civil unrest?
I wonder if the chevrons are non-linear...So, it seems like getting medium security in a system might only require +3 in the stat by pure numbers/'chevrons', and assuming no background system stats potentially at play. Certainly by a system which previously was -4 until I finished a large/T2 military settlement which bumped it to +3 and medium security. Though it also hasn't switched off medium again yet after finishing a refinery hub following which should have reduced it to low again, until I build some other stuff to keep it at that medium level. Suppose it could just be the servers being slow at updating the information...
Not able to say yet whether high sec kicks in at +6 (minimum) but one which the mighty spreadsheet says is +5 has a medium rating currently. I'd only have to finish one of my planned comms stations to get it to 6, but priorities currently lie elsewhere.
Tech level might suggest it being the case (unless systems start with a different baseline value - has this been said somewhere? cannot remember). After Frontier rectified the supposedly incorrect application of shipyards at T2/3 ports, my Coriolis in a refinery retained it despite tech level if you add chevrons at surface level, being 26. (And before their subsequent patch that made any T2/3 port system have a default tech level of 35, or however it was implemented.)I wonder if the chevrons are non-linear...