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

With 4 refinery hubs, I got steel and titanium in ample supply. Someone needs to test if we get more refinery goods with 5 or even 6 refineries, will be a while until I can claim a new system and check that for myself.
If the 2^n progression reported by others for parallel influence buildings is correct, then stacking the hubs as high as they'll go should be the most efficient way to get a high supply market.

(If it's more linear than that there may be better options like 4 hubs + 2 market stations)
 
damn I ballsed up. I started building an extraction economy to support my coriolis . I should have done refinery .
are there any useful products I can get from extraction or is it just cheap slummy? I was hoping to build something actually useful to help with local supply for further colonisation (there is very little around me I am on the fringes)
 
With 4 refinery hubs, I got steel and titanium in ample supply. Someone needs to test if we get more refinery goods with 5 or even 6 refineries, will be a while until I can claim a new system and check that for myself.
What else do you have on that planet apart from the hubs?
 
damn I ballsed up. I started building an extraction economy to support my coriolis . I should have done refinery .
are there any useful products I can get from extraction or is it just cheap slummy? I was hoping to build something actually useful to help with local supply for further colonisation (there is very little around me I am on the fringes)
If you build a large industrial settlement (somewhere else, not that planet) you should get a Refinery Contact at that, and you can take the ores from the Coriolis into the Refinery Contact to turn them into metals for local use.
 
I'm finding it very difficult to move on from the X4 Foundations mindset... Ores/Gas>Refinery>Manufacturing. It seems in Elite that basic materials are available and their refining into steels etc is more affected by population (wealth, development, tech etc). Just to add another few pieces of the puzzle for me... What would occur if you had a t3 Planetary port instead of the T1? Do you need the port to deliver to the Coriolis or is it automatic? Did you build the Coriolis first?

To me (atm), it seems to be about those numbers which largely dictate how everything comes together. Wouldn't this mean that you can several economies in the same system if you have the space to build them.. e.g.. Agri on one 4 slot world and extraction on another? Just when I think I have a grasp on how it all works, something else pops up to crash it all:)
 
I'm finding it very difficult to move on from the X4 Foundations mindset... Ores/Gas>Refinery>Manufacturing. It seems in Elite that basic materials are available and their refining into steels etc is more affected by population (wealth, development, tech etc). Just to add another few pieces of the puzzle for me... What would occur if you had a t3 Planetary port instead of the T1? Do you need the port to deliver to the Coriolis or is it automatic? Did you build the Coriolis first?

To me (atm), it seems to be about those numbers which largely dictate how everything comes together. Wouldn't this mean that you can several economies in the same system if you have the space to build them.. e.g.. Agri on one 4 slot world and extraction on another? Just when I think I have a grasp on how it all works, something else pops up to crash it all:)
In order of construction for that particular planet of mine: Coriolis -> Refinery hub -> T2 Industry settlement -> Refinery Hub -> Refinery Hub -> T1 Civilian Surface Port -> Refinery Hub. Steel and titanium only appeared with the fourth refinery hub, before that I only had aluminium and copper of the construction metals.

At the time of writing that T1 civilian surface port has nothing in its market, so it's difficult to gauge what would be different with a T3 planetary port. We'll have to wait until more data comes in.

As for economies, it seems best (as far as our knowledge extends) to have 'pure' planet economies without mixing in other economy types on a given planet. On a different planet, you are free to make other economy types as you wish and become increasingly self-sufficient. The product chains don't seem to work like they do in the X games, it seems industrial settlements just make products without any raw material from extraction or refineries, for example.
 
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I come bearing data points! My T1 civilian surface port is listed as being online, but system population remains the same at 40,950, and the commodity market for the surface port is empty. Missions are being offered, though.

Readout for my T1 civilian surface port from the Captain's log:
{ "timestamp":"2025-03-27T15:36:15Z", "event":"Docked", "StationName":"Hindenburg City", "StationType":"CraterOutpost", "Taxi":false, "Multicrew":false, "StarSystem":"Col 285 Sector UA-D c13-1", "SystemAddress":358663394042, "MarketID":4219924483, "StationFaction":{ "Name":"The Lab ADM" }, "StationGovernment":"$government_Anarchy;", "StationGovernment_Localised":"Anarchy", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "missions", "rearm", "refuel", "repair", "engineer", "missionsgenerated", "facilitator", "flightcontroller", "stationoperations", "powerplay", "stationMenu", "socialspace", "registeringcolonisation" ], "StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ], "DistFromStarLS":268.884167, "LandingPads":{ "Small":4, "Medium":4, "Large":4 } }
Seems like it hasn't detected the local economies of the planet and still is just a Colony economy.

I then did the final delivery for the fourth and last refinery hub, returned to my Coriolis to check the market, and hey presto! It now has all the construction metals in order while still retaining a supply of industrial goods. It wasn't a complete bust after all!

{ "timestamp":"2025-03-27T15:43:56Z", "event":"Docked", "StationName":"Boll City", "StationType":"Coriolis", "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.800000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.450000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 } ], "DistFromStarLS":268.894278, "LandingPads":{ "Small":17, "Medium":18, "Large":9 } }

Before:

After:

EDIT: My Science outpost in orbit around the star also had its supply numbers increase by 40-50% as a result of the last refinery hub coming online, which happened pretty much immediately, though it still has a pure high-tech economy according to the Docked readout.

Before:

After:

To sum it up:
6-slot HMC planet refinery/industry template that I will use in the future:
4 refinery hubs, 1 tier 2 industrial settlement, 1 tier 1 civilian surface port, Coriolis or other orbital with L-sized landing pads.
Is there a market left with 3 goods in the T1 land port?
 
Finally got my Coriolis in Orbit B4 finished. Commissioning pending (next Thursday hopefully).

UC No, Crew Lounge Yes, Shipyard Yes (up until Anaconda!), Vista Yes (although not active yet - under construction until Thursday)
Structures on B4 (until now)
Large Settl Mining AerecuraB 4 Slot 1
Ind Hub T2 MolaeB 4 Slot 2
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.600000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.400000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 }

So that looks a little contradictionary to the table in OP . according to that one the Eco of the station should have been 0.6 Extraction/0.4 Industry !

Systemstats (Pop not accounted for yet - has to go through daily tick - I assume some 37- 42 K after that)
Stage 3.7.png


and the Market looks solid as well.....
vonarenburg Market.png

I will build another 2 Ind-Hubs and a large Ind-Settlement and report the Station/Market changes subsequently
 
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In order of construction for that particular planet of mine: Coriolis -> Refinery hub -> T2 Industry settlement -> Refinery Hub -> Refinery Hub -> T1 Civilian Surface Port -> Refinery Hub. Steel and titanium only appeared with the fourth refinery hub, before that I only had aluminium and copper of the construction metals.

At the time of writing that T1 civilian surface port has nothing in its market, so it's difficult to gauge what would be different with a T3 planetary port. We'll have to wait until more data comes in.

As for economies, it seems best (as far as our knowledge extends) to have 'pure' planet economies without mixing in other economy types on a given planet. On a different planet, you are free to make other economy types as you wish and become increasingly self-sufficient. The product chains don't seem to work like they do in the X games, it seems industrial settlements just make products without any raw material from extraction or refineries, for example.
Thanks for the answer, it makes things much clearer. One last question, Do orbital outposts inherit the planetary economies in the same way that the Coriolis does?
 
... Wouldn't this mean that you can several economies in the same system if you have the space to build them.. e.g.. Agri on one 4 slot world and extraction on another? Just when I think I have a grasp on how it all works, something else pops up to crash it all:)
That is exactly what I am currently doing - on A2 I have a strong Hightec-Economy, on B4 the Coriolis Market just opened with Industrial Goods.
Next is B3 (has 5 surface slots as well) where I will put up Refinery Products.
 
Thanks for the answer, it makes things much clearer. One last question, Do orbital outposts inherit the planetary economies in the same way that the Coriolis does?
I would presume so, but I haven't made any orbital outposts with colony economy over planets in my small test-system. That will be something I can try out in a bigger system later.
 
Finally got my Coriolis in Orbit B4 finished. Commissioning pending (next Thursday hopefully).

UC No, Crew Lounge Yes, Shipyard Yes (up until Anaconda!), Vista Yes (although not active yet - under construction until Thursday)
Structures on B4 (until now)
Large Settl Mining AerecuraB 4 Slot 1
Ind Hub T2 MolaeB 4 Slot 2
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.600000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.400000 }, { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":0.000000 }

So that looks a little contradictionary to the table in OP . according to that one the Eco of the station should have been 0.6 Extraction/0.4 Industry !
It seems that in your case the industrial HUB has a greater weight than the settlement.
 
I'm finding it very difficult to move on from the X4 Foundations mindset... Ores/Gas>Refinery>Manufacturing. It seems in Elite that basic materials are available and their refining into steels etc is more affected by population (wealth, development, tech etc).
Yes - ED's economy is a lot more abstract than X4's, which tracks each unit of cargo and production chain and ship moving them around individually.

In Elite Dangerous:
- you have an economy of a particular type, which has a particular import/export set
- this is presumed to be kept in an equilibrium state by NPC trades, which keep its supply and demand levels at a particular cap
- player activity can reduce the supply or demand below that cap by using/meeting it faster than that presumed equilibrium
- sufficient player activity can induce BGS political states, which then change the deemed NPC activity and update the equilibrium positions

The overall effect is similar to X4 - prices get temporarily worse as supply or demand is met, bringing in needed trade goods tends (via creating a Boom state) to increase production, blowing up trade ships might create Civil Unrest and therefore reduce economic activity - but the underlying mechanism is designed for handling hundreds of thousands of stations and tens of millions of off-screen ships rather than hundreds or thousands

Wouldn't this mean that you can several economies in the same system if you have the space to build them.. e.g.. Agri on one 4 slot world and extraction on another?
Yes, exactly so. If you have a system with plenty of gas giant moons, since you only really need an orbital slot and a few surface slots to get a nicely-influenced and set-up economy, you can get a lot of influencing going of various types.
 
Yes - ED's economy is a lot more abstract than X4's, which tracks each unit of cargo and production chain and ship moving them around individually.

In Elite Dangerous:
- you have an economy of a particular type, which has a particular import/export set
- this is presumed to be kept in an equilibrium state by NPC trades, which keep its supply and demand levels at a particular cap
- player activity can reduce the supply or demand below that cap by using/meeting it faster than that presumed equilibrium
- sufficient player activity can induce BGS political states, which then change the deemed NPC activity and update the equilibrium positions

The overall effect is similar to X4 - prices get temporarily worse as supply or demand is met, bringing in needed trade goods tends (via creating a Boom state) to increase production, blowing up trade ships might create Civil Unrest and therefore reduce economic activity - but the underlying mechanism is designed for handling hundreds of thousands of stations and tens of millions of off-screen ships rather than hundreds or thousands


Yes, exactly so. If you have a system with plenty of gas giant moons, since you only really need an orbital slot and a few surface slots to get a nicely-influenced and set-up economy, you can get a lot of influencing going of various types.
What kind of economy can we talk about if FD manually adjusts the supply of CMM, insulating membranes and creates ships with an endless supply of materials?
There is no economy in this game at all, from the word at all.
 
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Yes, exactly so. If you have a system with plenty of gas giant moons, since you only really need an orbital slot and a few surface slots to get a nicely-influenced and set-up economy, you can get a lot of influencing going of various types.
Do Gas giant moons inherit the economy of the gas giant e.g extraction in a similar way to how starports inherit the economies of the planet below or are they considered planetary systems in their own right?
 
Do Gas giant moons inherit the economy of the gas giant e.g extraction in a similar way to how starports inherit the economies of the planet below or are they considered planetary systems in their own right?
They seem to be considered their own locality. There doesn't seem to be any inheritance (which is probably mostly a good thing) where an installation built around the star shifts every economy in the entire system, etc.
 
They seem to be considered their own locality. There doesn't seem to be any inheritance (which is probably mostly a good thing) where an installation built around the star shifts every economy in the entire system, etc.
Another couple of pieces of the jigsaw found:) Thank you
 
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