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

Frontier may eventually allow us (or remove the requirement?) but yeah, right now you can’t make them in colony systems… maybe they didn’t expect us to push out so far already. As it stands, for those more distant locations, your only practical alternative is to bring some over with a carrier.
 
I'm not sure for this one, actually - I don't think there's much difference.


This is a slightly complicated question, actually. A Colony outpost (Civilian or Commercial) will have an economy of Extraction/Industrial from the geological signals, which means that Industrial produce that's consumed by Extraction will have a significantly lower stock or be missing entirely. However, since Industrial outposts have a lower population, the Colony outpost will have higher supply of anything that isn't consumed by Extraction.
Does the planet has to be landable, for the volcanism to have any effect?
Because a colony orbiting an icy planet, with water geysers, but non-landable, has only the usual 140% Industrial influence. No Extraction influence whatsoever.
 
Does the planet has to be landable, for the volcanism to have any effect?
Because a colony orbiting an icy planet, with water geysers, but non-landable, has only the usual 140% Industrial influence. No Extraction influence whatsoever.
It’s geological signals which provide planetary Extraction influence. Having volcanism merely provides a boost to it iirc.
 
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This is just one example, I found out a lot more, just like this.
There is no boost from that volcanism whatsoever, not for industrial and not for extraction.

Similar outposts around non-volcanic Icy worlds have the same 140% Industrial influence.

You can check yourself, take any of those long chains of newly colonized systems, there are plenty more just like this.

LE: I think I have an idea about what is happening - the geological activity(volcanism) has to be seen as signals. Otherwise, it doesn't register.
 
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LE: I think I have an idea about what is happening - the geological activity(volcanism) has to be seen as signals. Otherwise, it doesn't register.
This is known - Frontier's update notes state that the effects (excepting the boost to a pre-existing Extraction economy, which does come from just volcanism) come from Geological signals on the body, not just it having volcanism.
 
There is no boost from that volcanism whatsoever, not for industrial and not for extraction.
That isn't correct because there is a difference between "boosts" and "overrides". Volcanism will give a boost to extraction economy, but it has to already exist for it to be boosted.
Geological signals give extraction+industrial overrides for colony stations. If the body isn't landable they aren't going to be present.
 
I think I found out when Insulating Membranes disappear from a refinery planet's Coriolis with 4 refineries (480%) - that's when the economies that consume IMs make up for 25% or more economic influence in the system. So, if Industry + High-Tech + Military is equal to or bigger than 25% (0.25), that's when the IMs are eaten. There was plenty of IMs with 20% influence (15% from High-Tech, 5% from Military, 0% from Industry), but with one more High-Tech added for 20% High-Tech and 5% Military, the IMs vanished, solely from weak links.
 
It may not quite be that deterministic, but 25:480 is 1:19.2 which is very close to the 1:19 average ratio for NPC station consumption and production, so with average luck you might expect to lose them at 25 but keep them at 20.

(Production seems to be a fixed rate since Frontier adjusted it, but consumption still has a ~17x possible range, so far as I can tell)
 
Interesting. I built a Military installation, and all commodities that aren't consumed or produced by Military economy were not re-rolled. Seems to imply the Security stat has no effect on markets?
 
I haven't been seeing any re-rolls either, even for products directly affected by the type of facility being built. Either the behaviour has changed or there's a cut-off percentage amount where adding "more" of an economy makes no difference.
 
I have seen re-rolls of specialisation on adding completely unrelated +Wealth / +SoL buildings, on ports which have been isolated from receiving any weak links at all.

Still in the middle of testing whether +Security does anything of that sort, because I don't haul very often at the moment.
 
I have seen re-rolls of specialisation on adding completely unrelated +Wealth / +SoL buildings, on ports which have been isolated from receiving any weak links at all.

Still in the middle of testing whether +Security does anything of that sort, because I don't haul very often at the moment.
Thought I would ask you as you seem a very knowledgeable fellow, what exactly is needed to get my shipyards going on my ground based outposts. Commodities and missions are there and have built numerous supporting structures boosting Tech Level which is above Forty Five and Development Level is 31 should they now be active \o/
 
Thought I would ask you as you seem a very knowledgeable fellow, what exactly is needed to get my shipyards going on my ground based outposts. Commodities and missions are there and have built numerous supporting structures boosting Tech Level which is above Forty Five and Development Level is 31 should they now be active \o/
For T1 ground ports/ground outposts, no. In addition to the Tech Level requirement for a shipyad, you also need a supporting build - either a Military Installation or Industrial Hub built anywhere in the system, or a High Tech Hub with a strong link to the ground port in question.
 
For T1 ground ports/ground outposts, no. In addition to the Tech Level requirement for a shipyad, you also need a supporting build - either a Military Installation or Industrial Hub built anywhere in the system, or a High Tech Hub with a strong link to the ground port in question.
Cheers for reply really appreciated couldn't understand why it wasn't working. Once I can actually build anything again will get on it thanks again buddy/budette 😜
 
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