you have to build something new in the last 24 hours for it to changeNew/Additional impact to station economies:
None detected in any of my 4 existing stations.
And I like that - because my refinery still works.
I also like that my refinery Coriolis has left deployment stage and now wears a refinery skin.
Well, since those slots on the rocky planet are still empty, a Coriolis in orbit won't break anything.Bad idea, this is all speculation,might as well just be a bug.
This may not be a good comparison since my coriolis is a few weeks old. It is orbiting a R moon which orbits a HMC world, both unlandable. Nothing else is in orbit around that planet. My coriolis is still a colony. I spend my days filling balloons with hydrogen, covering them in biowaste and setting the balloon string on fire.Well, since those slots on the rocky planet are still empty, a Coriolis in orbit won't break anything.
It will be interesting to see if it's economy will be Colony or something else. Based on that, I'll build the ground slots.
I did an Inara search to see what economies the outposts were around my system. They show up as 'surface settlement' in Inara. Nearly all were Industrial like my commercial outpost orbiting an icy moon with 2 T1 Ag settlements. One 'surface settlement' caught my eye. Woo's Progress in Col 285 sector gd-z c14-9. I went there and it turned out to be a coriolis orbiting a W. There is nothing else in the system, no constructions either, just the lone coriolis. It's an Ag/Tourism economy which has a great marketplace. The system shows 17, 000 for the pop.
My coriolis only gave me 15K. By the graph in Inara, it just came online. I'm burnt out on this. I give up. My thanks and condolences to the people who have put in many more days than I have testing this biowaste show.
The issue concerning the 0-3 commodities in the Surface port markets has gone from confirming to acknowledged, so it is a bug apparently.Returning briefly to the "how does it pick the three commodities?" question...
I just completed construction of a medium military settlement (+4 security) which had no effect at all on either the selection or amount of commodities offered at my surface agricultural outpost. So maybe this is some evidence that security is the one variable which doesn't change the markets at all.
(Also no change at all in HFuel production at the primary station)
That's good to know. I don't have any surface ports so I haven't been able to poke around with them to see what might be happening. Recently I've been looking deeper into the market.json file that is created/replaced when you open the market screen (example below of one line from one of my stations). I wonder if these ports only have stock of the 3 items sold or if under the hood they have them all but just show only 3 on screen. If I had a surface port I'd try it or perhaps I might hunt down an example somebody gave and go take a look later.The issue concerning the 0-3 commodities in the Surface port markets has gone from confirming to acknowledged, so it is a bug apparently.
Maybe the only way to check is to have two identically-developed systems as a control experiment, then introduce one of those hubs to just one of the systems.I've always wondered what the exploration and "civilian" hubs even did.
This is a job for influencers with their fans. A 100 people can test this quickly,but theyre busy in early access flying the new ship. Also dunno how long people are interested in them hauling from point A to BMaybe the only way to check is to have two identically-developed systems as a control experiment, then introduce one of those hubs to just one of the systems.
Mine is orbiting a gas giant, no other worlds present; it has several types of alcohol for sale and some weapons (Battle Weapons and I think, maybe, Personal Weapons - can't check right now as it's 10 jumps from my main colony systems)The pirate outpost I built weeks ago is still lacking both a market and a black market, quite strange and very annoying.
(It's orbiting an ammonia world if that's relevant, and 100% service economy type according to the journal log)
I built an installation Comm Station (+1 security, +3 Tech) and it also did not change anything in the production of the markets. Despite having an increase on the population (and I thought the market supply/demand was also depending on pop?)Returning briefly to the "how does it pick the three commodities?" question...
I just completed construction of a medium military settlement (+4 security) which had no effect at all on either the selection or amount of commodities offered at my surface agricultural outpost. So maybe this is some evidence that security is the one variable which doesn't change the markets at all.
(Also no change at all in HFuel production at the primary station)
well, checked again AFTER placing a construction order - no changesI´ll test that with my T1 Port - going to build a quick small Agri-Station next to it. If your theory about "trigger" ist correct, it should be 0.75 Ind/0.25 Agri afterwards, if not, 0.75 Colony/0.25 Agri
give me some two, three hours and I insert in this post....
edit: will report tomorrow - Madame insist on RL....![]()