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

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.
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.

so far mostly found Beer to come from stations around Water Worlds
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.
 
I've a commercial outpost,
So i was trying to build a Brewery with a friend
I have an Industrial outpost on a rocky moon with 4 Bios.
2 strong Ag T1 links
3 weak HT
2 weak Refinery

economy:
1.6 Ag
1.4 Ind
.15 HT
.1 Refinery

Commodity Price Supply Gal Avg
C
Fruit and Vegetables182136410483
Water Purifiers16095042447
Crop Harvesters1762747222211
Hydrogen Fuel8466867119
Food Cartridges3761312252
Grain12350916387
Mineral Extractors39938285791
Beer13835889350
Building Fabricators1697325742224
Mineral Oil8727408416
Atmospheric Processors28920948536
Wine16619535417
Scrap7016265276
Tobacco3990138774943
Domestic Appliances4128181719
HN Shock Mount136776661828
Basic Medicines1716611489
Onionhead Gamma Strain247041044286
Resonating Separators492333555692
Coffee98032221425
Explosives1711642483
Surface Stabilisers3611185668
Skimmer Components6808361082
Military Grade Fabrics570828899
Geological Equipment13677721830
Liquor500476774
Survival Equipment448407666
Thermal Cooling Units31953793700
Battle Weapons58731637137
Bioreducing Lichen8151101178
Medical Diagnostic Equipment2445432944
Structural Regulators1520271909
Evacuation Shelter26426500
 
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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 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.
 
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No, there were already two agri settlements there.
...and what tiers are those?

Regardless the total number doesn't seem to add up, but there doesn't seem to be any way in this situation that one tier 2 would give 160% and another 80%, rather it would seem a lot more probable that both of them gave 120% each.

(We can't see what is linked to the coriolis, we can't see which body it is built around... a link to inara is really not sufficient to troubleshoot this kind of stuff.)
 
I’m going to guess just by comparing starport distance to the listing of bodies, that Coriolis is orbiting a high metal content with biologicals at star B.
 
Any idea why the upper slot would get the Refinery weak link and the lower right slot wouldn't get any link from the refinery that is on that moon? Is is because it is a moon? Shouldn't the moon refinery give a strong link to the lower right slot?
Screenshot_0007.jpg
 
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.
How does 'shielding' from links work?
 
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?
 
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?
Judging from what little info has been posted my theory is that links can't be reduced below 0.1.
 
Finally managed to get the controlling faction of my pirate/ag station into civil unrest, which opened the market:
service_ag.jpg

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?
 
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?
Where my other consumables are high, liquor is also low. At least you got your beer and just about everything else in good numbers!
 
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.
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.
 
How does 'shielding' from links work?
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.

(Less important = lower tier, or if the same tier the oldest is most important)

The shielded port will then generate a strong link to the more important port (and also, a weak link to every other body in the system)

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?
It looks like the civil unrest isn't helping, but Liquor also does just have low baseline supply levels relative to the others.
 
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.
 
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.
I wonder if the chevrons are non-linear...
 
I wonder if the chevrons are non-linear...
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.)
 
A few observations about the population tick:
  • the population tick is different from the influence tick. Influence/conflict is currently around 8:30a.m. UTC, pop tick somewhere before 10:00p.m. UTC.
  • when building a station, pop tick varies a lot. First tick isnt as big, second tick appears to be largest. We observed 500k, 8m, 3m, 5m for a T3 starport on a HMC with biologicals. 8m and 3m ticks were with extraction economy. Third 5m tick with High Tech
  • 2nd T3 we just finished around a waterworld had 300k and 13m ticks. First tick was exctraction economy, second tick tourism.
  • Edit: also the population increase was mostly limited to the T3 station. My refinery steel supplies stayed rather stable, increasing only a little bit from 130k to 138k (which might be due to SoL and Wealth increases). The T3 tourism station is now at 180k tons of steel with a 20% Refinery via weak links (and 140% extraction from the ring).
  • Edit2: what's really good is that the Tourism/Extraction & Refinery stations offer now a 36m/hour in system round trip, according to Inara, between Victoria Wolf Steel and Victoria Wolf Resort.
 
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